Changelog 2018

Changelogs

Versioning

I use Semantic Versioning which has 3 numbers separated by a dot: Major.Minor.Patch.

Major

A major change is an incompatible change that requires major realignment. Examples include:

  • entirely removing an archetype, class, species, or theme

  • moving an archetype from one class to another

  • majorly reworking an archetype, class, species, or theme

Minor

A minor change is a change that should take minimal realignment. Examples include:

  • renaming a theme or splitting a theme to multiple themes

  • removing a theme from a power source

  • adding a new archetype, class, subclass, species, concoction, feat, maneuver, spell, or theme

  • changing an archetype, class, subclass, species, concoction, feat, maneuver, spell, or theme

Patch

A patch change is generally a bug fix. Examples include wording adjustments or correcting a feature that does not work as intended.

8.1.1

December 31 2018

Patch

  • Classes
    • Skills now grant an initial amount and add more when your Aptitude Bonus improves
    • Feats are added at 1st, 3rd, and 4 more when your Aptitude Bonus improves

8.1.0

December 30 2018

Minor

  • Skills
    • Deception
      • Diversion option added
      • Impersonate option expanded upon

8.0.0

December 30 2018

Major

  • Classes
    • All classes now progress in skill aptitudes as they level, giving them more skills or advantage with a proficient skill. The goal of this change is to allow characters to grow and develop. Additionally this change opens up the option for other classes to gain expertise in their skills so classes like Mage can become experts in Arcana or Acolytes can become experts in religion. Characters will have ~4 more skills by level 20 from their RAW counterparts, but a few will be with expertise, there will no longer be downtime training of skills, and feats have been reduced.
    • Feats have been reduced from every 2 levels to every 3 as skills make up the gap

7.4.0

December 29 2018

Minor

  • Site performance increased. Time to first contentful paint and other indexes significantly improved.
  • Classes
    • Minstrel Jack of all Trades moved from a feat to the core Minstrel class

Patch

  • Playing Split general playing rules from Abilities
  • Spells
    • Theme descriptions updated with the help of Marcloure

7.3.0

December 28 2018

Minor

  • Spells
    • Chaos
      • Color Spray moved from the Light theme
    • Life
      • Purify Food and Drink moved to the Light theme
    • Light
      • Color Spray moved to the Chaos theme
      • Purify Food and Drink moved from the Life theme
    • Water
      • Ebb and Flow added
      • Purify (a clone of Restoration) added

Patch

  • Spells
    • Water
      • Create or Destroy Water changed to a ritual and adds a Purify option

7.2.2

December 27 2018

Patch

  • Spells
    • Plants Regrowth changed to 2d8

7.2.1

December 26 2018

Patch

  • Classes
    • Monk
      • Wholeness of Body moved to 2nd level and reworked to match the behavior of Second Wind.
      • Slow Fall adjusted to enhance Soften fall from Nimbleness
  • Maneuvers
    • Claw Fearsome Beast added as a duplicate of Menace
    • Open Hand Redirect reworked to be on a miss and moved to Dirty Deeds
    • Dirty Deeds Redirect moved from Open Hand

7.2.0

December 23 2018

Minor

  • Power has been renamed Energy
  • Maneuver and Spell viewer now can be expanded to show the maneuver/spell
  • Classes
    • Monk now has two archetypes: Martial Artist and Ki Master
  • Creatures now use the same table system as maneuvers and spells

7.1.0

December 22 2018

Minor

  • Maneuvers
    • Added a table of all maneuvers in my system
    • Open Hand
      • Spinning Hook Kick added
      • Serpent Strike added
      • Throw added
  • Spells
    • Added a table of all spells in my system
    • Earth
      • Mold Earth now has a damage component
    • Divine
      • Fiendish Calling changed to Divine Theme and can be augmented for higher CR creatures
      • Summon Celestial moved to 2 mana and can be augmented for higher CR creatures
    • Protection
      • Affinity Field changed to Protection theme
    • Undeath
      • Animate Dead can be augmented for higher CR creatures
    • Unthemed theme removed
      • Dragon’s Breath absorbed into Vayemniri, Occultist (Dragon), and Destructive Breath companion enhancement.

Patch

  • Maneuvers
    • Open Hand Maneuver can be used as a bonus action or reaction
    • Warfare Maneuver can be used as a bonus action or reaction

7.0.0

December 21 2018

Major

  • Classes
    • More mana/stamina with a super clean progression of 1 mana/level for half casters and maneuvers and 2 mana/level for full casters
    • Half casters and maneuvers have a limit of 5 while full casters have a limit of 10.
    • Barbarian
      • Rage damage lowered to be 1 less than RAW
      • Fighting style removed from Berserker (Barbarian doesn’t have Fighting style by RAW)
      • Brutal Critical removed from Berserker
      • Warrior renamed Berserker and absorbs Mindless Rage. Charge (10th) and Retaliation (14th) are covered by maneuvers.
    • Rogue
      • Sneak attack moved to level 2 and has been reduced to 5d6 at level 20 instead of 10d6. Maneuvers make up for the damage. The damage is almost identical to the previous iteration.
      • Cunning Action is no longer a bonus action, but can only be used once a turn still. This maintains the rogue’s identity of jumping in and out of combat.
      • Danger Sense moved to level 2
  • Maneuvers
    • Added a maneuver system that expands upon fighter maneuvers and is available for martial classes. More themes and maneuvers will be added in the future, but it’s stable enough to play with.
  • Spells
    • The mana system uses 1–10 mana instead of 1–6 mana for a myriad of reasons:
      • Smoother scaling with breakpoints aligned with the 5e points
      • Less burst at early levels
        • Damage is 10 damage value per 1 mana, so 10, 20, 30, 40, 50, 60, 70, 80, 90, 100.
        • Damage spells generally move up 1 level if they have multiple targets or super harsh conditions like restrained or stunned.
      • Availability for Spell Strikes to use the same mana as normal spells
      • Maneuvers do a bit less damage, but can happen more often

Minor

  • Classes
    • Magical Insight and Combat Training now require a character to know a certain number of maneuvers/spells of the same theme. #218
    • All gish classes (Zealot, Bloodrager, Hexblade, Magus, Paladin, Ranger, Shapeshifter, Skald, Soulknife, Spell Thief, Warden) now allocate an amount of mana to stamina so they are two separate resources. #227
    • Barbarian Path of the Spell Eater added
    • Fighter Removed 18th level subclass features to align with Barbarian and other classes
    • Monk
      • Open Hand Stunning Strike moved to a maneuver and Quivering Palm moved to 10th level. Master Martial Artist added as 14th level ability.
      • Open Hand Quivering Palm moved to a maneuver. Fluid Footwork added as a 10th level feature.
    • Rogue Spell Thief: added Poison and Shadow and removed Protection and Telekinesis default themes
  • Spells
    • All Line spells can now do a Cone or Line
    • Spell Strikes have been added to spells, and Spell Strike Features have been added to every gish class or archetype. #217. Spell Strikes do the same damage as a normal spell. Having to decide to use a spell normally or for half as much value as a Spell Strike is not a decision I want a player to have to choose - it leaves a poor taste. All maneuvers will be buffed to compete.
    • Metabolism Martial Transformation removed as spellcasters should not be able to transform in to fully functioning martials at will
    • Chaos Entropic Shield reworked to match Blur
    • Illusion Removed Dirge of the Victorious Knights as it doesn’t fit the Illusion theme
    • Time
      • Rapid Aging added
      • Temporal Progression added
    • Unthemed Dragon’s Breath now mimics other cones like Burning Hands.
  • Feats
    • Superstitious and Eater of Magic removed
    • Defensive Duelist removed as that is now covered via maneuvers

Patch

6.4.0

December 1, 2018

Minor

  • Classes
    • Minstrel Bolstering Voice added to Skald
  • Spells
    • Protection Indomitable added
    • Divination Past Impressions added (already exists on the Spirit theme)
    • Poison Putrefy Food and Drink added
    • Undeath Absorb Spirit added

Patch

  • Classes
    • Occultist Cloak of flies changed to be a Reflex saving throw
  • Spells
    • Protection Mana Burn now causes disadvantage on the Fortitude saving throw to maintain concentration. Damage lowered slightly to compensate.

6.3.0

November 30, 2018

Minor

  • Spells
    • Time Borrow Time added
  • Skills
    • Medicine Added the ability to determine cause of death

Patch

  • Spells
    • Death/Life Death Ward changed to 2 mana (RAW is 4th level so that’s where it should be). Also added two augment options to Death Ward: temporary health and reaction cast time.
    • Divination Seeing now grants advantage on Perception checks in addition to its other benefits
    • Fate Bestow Curse has an additional curse option to prevent healing
    • Protection Warding Bond now has an augment option to increase targets by 1
    • Time Temporal Regression moved to 3 mana

6.2.0

November 28, 2018

Minor

  • Website navigation is now much more clear with “Character” and “Playing” sections that expand in to other sections like “Species”. Closes #202: Organize the rules section better somehow
  • Spells
    • Divine Divine Weapon removed as we already have Daybreak and Umbral. Added Vampiric Weapon.
    • Life Healing Word changed to an augment for Heal.

Patch

  • Spells
    • Death Harm changed to avoid massive d4 rolling
    • Ice added Frost Armor
    • Fire
      • Flame Blade merged into Produce Flame
      • Scorching Ray buffed back to 3 rays, damage adjusted
    • Illusion Mental Prison changed to 2 mana and reworded to act as a typical save spell instead of doing automatic damage
    • Shadow Shadow Blade moved to a cantrip
    • Time Recall Agony changed to avoid massive d4 rolling
    • Water Water Whip damage nerfed slightly as prone is considered more valuable now
    • All Magic Weapon type spells have been changed to 1 mana and have had their burst reduced appropriately.
      • Acid: Corrosive Weapon
      • Chaos: Chaotic Weapon
      • Fire: Flaming Weapon
      • Force: Magic Weapon
      • Ice: Freezing Weapon
      • Light: Daybreak Weapon
      • Poison: Toxic Weapon
      • Shadow: Umbral Weapon
      • Storm: Shocking Weapon
      • Undeath: Vampiric Weapon
    • Spells with action repeats have been converted to bonus action repeats. All bonus action repeats have been buffed to do higher damage as their damage was too low. Closes #216: Rebalance spells with actions as repeats
      • Air: Dust Devil
      • Divine: Spiritual Weapon
      • Earth: Earthen Grasp changed to 1 mana
      • Fire: Flaming Sphere, Minute Meteors changed to 1 mana
      • Force: Force Sword, Force Hand changed to 1 mana, Homing Motes changed to 1 mana
      • Illusory Dragon damage increased
      • Life: Aura of Life renamed Aura of Vitality and changed to 1 mana with an augment option to resist necrotic.
      • Light: Moonbeam, Crown of Stars changed to 1 mana
      • Plants: Wrath of Nature changed to 1 mana
      • Spirits: Wrath of Nature changed to 1 mana
      • Storm: Storm Sphere, Call Lightning, Storm of Vengeance damage increased
      • Undeath: Enervation moved from Shadow and changed to 1 mana, Giant Crawling Claw changed to 1 mana
    • Reaction based attacks have had their damage nerfed slightly as reactions are considered more valuable
      • Acid: Eruptive Pustule
      • Fire: Fiery Rebuke
      • Ice: Winter’s Bite
      • Light: Radiant Rebuke
      • Mind: Agonizing Rebuke
      • Shadow: Shadowy Reprisal
      • Storm: Wrath of the Storm
      • Telekinesis: Kinetic Retort

6.1.1

November 25, 2018

Patch

  • Spells
    • Aura of Life heal increased from 1d6 to 2d6
    • Dust Devil wording changed so it is more in line with Moonbeam
    • Spirit Guardians, Spiritual Guardians, and Corona of Light damage increased from 1d4 to 1d6
    • Removed bonus action from Heat Metal - it is now similar to spells like Bleed or Immolation
    • Regenerate heal increased from 4d8 to 5d8
    • Updraft reduced to 10 feet per tier
  • Skills Soften Fall must be proficient

6.1.0

November 22, 2018

Minor

  • Classes
    • Alchemist
      • Renamed Cantrips to Mixtures
      • Renamed Mana to Catalysts
      • Renamed Magical Insights to Discoveries
      • Added a table under “Interaction with Magic” to convert magical terms to alchemical terms.
      • Alchemist’s Stone now gives advantage on Fortitude if the creature already has proficiency.
    • Fighter
      • Renamed Sweeping Attack to Cleaving Strike
      • Restored Pinning Shot from an older homebrew version
  • Equipment
    • Started adding alchemical items
  • Skills
    • Added the Alchemy Skill.
    • Added the Engineering Skill. It contains structural engineering as well as the ability to arm or disable a trap or device. I’m not certain where locks/traps/devices live between Sleight of Hand and Engineering as it seems to be a combination of the two.
  • Rules
    • Falling rules changed

Patch

  • Classes Alchemist and Psionicist noted as draft versions that are not complete

6.0.0

November 20, 2018

Major

  • Classes
    • Mage: School of Transmutation removed as it is a core part of the new Alchemist class
    • Psionicist: Transmuting Order removed as it is a core part of the new Alchemist class

Minor

  • Classes
    • Alchemist draft added
    • Mage (evocation) now has a number of evocations equal to half the mage level and recovers all
    • Psionicist (kineticist) now has a number of evocations equal to half the psionicist level and recovers all
    • Sorcerer now has a number of surges equal to half its level and recovers all (instead of having surges equal to level and recovering half)
  • Companions
    • Devil’s Sight renamed Darkvision
    • Elemental Breath renamed Destructive Breath
    • Evasion added as a companion enhancement
  • Spells Added a table on each theme page which shows the size of each spell AoE at each mana

Patch

  • Spells Several spells have additional wording on their augment that additional targets must be within 30 feet of each other.

5.0.1

November 19, 2018

Minor

  • Classes
    • Fighter
      • stamina changed to align with half caster mana
      • Dervish: Sandstorm replaces Measure Once, Cut Twice
      • Samurai: Fighting Spirit changed to 1/short rest instead of 3/long rest
    • Monk ki changed to align with half caster mana (1 more at earlier levels, tapering off 1 at later levels)
    • Naturalist
      • Natural Explorer moved back to 2nd level (it’s 1st level by RAW)
      • Beast Speech moved to the Circle of the Shepard Subclass

5.0.0

November 19, 2018

Major

  • Classes
    • Rogue
      • Split between Infiltrator and Spell Thief archetypes. Spell Thief gets spells, the ability to steal spells cast on them, and ambush creatures with magic while losing out on one skill, 2/4 of the expertise, and reliable talent.
      • As part of the Rogue changes below the Cryptic has been removed as mana attacks on a Rogue would be too powerful, it’s 18th level feature exists on the Spell Thief, and its two other features aren’t differentiating enough.
  • Spells
    • Astral theme removed, closing #204: Should Astral be renamed?:
      • Ectoplasmic Goo (cantrip) moved to the Plants theme and renamed Thorn Bola. Its distance has been increased and damage has been reduced
      • Ectoplasmic Trinket (cantrip) moved from Astral to Forge and renamed to Trinket
      • Ectoplasmic Grapnel (1 mana) moved from Astral to Forge and has had its wording cleaned up.
      • Ectoplasmic Sheen (1 mana) removed as Grease already exists in Forge
      • Engulfing Ectoplasm (1 mana) removed as Entangle exists in the Plants theme
      • Concealing Amorpha (2 mana) moved from Astral to the Forge theme
      • Ectoplasmic Form (2 mana) moved to the Metabolism theme and renamed Amorphous Form. Mana is reduced from 2 mana to 1 mana and any reference to flying has been removed.
      • Wall of Ectoplasm (2 mana) removed
      • Ectoplasmic Cocoon (3 mana) moved to the Animal theme and renamed Cocoon. It is a copy of Hold Creature with some thematics added.
      • Ectoplasmic Forge (3 mana) removed as Forge exists in the Forge theme
      • Ectoplasmic Dome (3 mana) removed as Shelter (2 mana) exists in the Forge theme and Tiny Hut (3 mana) exists in the Force theme.
      • Ectoplasmic Shambler (4 mana) removed as Gusting Sphere and Watery Sphere are equivalent options in those themes
      • Astral Projection (5 mana) removed as it already exists in the Planes theme
      • Astral Seed (6 mana) moved to the Spirit theme

Minor

Patch

  • Classes
  • Spells
    • Air
      • Fly merged in to Levitate #198: Possibly merge Levitate and Fly
      • Whirlwind disperses vapors, gasses, and fogs #199: Potentially add fog dispersion to Whirlwind
      • Gusting Sphere changed from 3 mana to 2 mana to restrain 2 creatures. It scales to restrain 4 or 1 Large at 3 mana (same power as before)
      • Wind Walk changed from 3 mana to 2 mana. It adds two creatures per mana now.
      • Levitate now specifies that the creature falls safely for 1 minute after the spell ends (same wording as Wind Walk)
    • Water
      • Control Water changed from 3 mana to 2 as it was a 4th level spell to start with
      • Watery Sphere changed from 3 mana to 2 mana to restrain 2 creatures. It scales to restrain 4 or 1 Large at 3 mana (same power as before)

4.3.0

November 15, 2018

Minor/Patch

  • Spells
    • Air
      • Hypoxia (1 mana) added
      • Air Bubble (2 mana) added
      • Control Winds moved to 2 mana
      • “Protected” augment added to Fly to prevent ranged attacks.
      • Levitate changed from 2 mana to 1 mana, Fly changed from 3 mana to 2 mana.
    • Protection added Mana Burn (1 mana)
    • Charm Lullaby (cantrip) added
    • Forge Form Golem removed from Forge theme. It’ll become an archetype of an eventual Artificer type class.
    • Death Share Pain augment changed from 2 mana to 1 mana
    • Fate True Strike extended to 60 feet and remove “next turn”
    • Fire
      • Cauterize Wound (cantrip) added
      • Fire Bolt merged into Produce Flame
    • Light Light can now “Dazzle” on the same turn it is cast or on a later turn as an action. Removed the half damage that shouldn’t have been there.
    • Life
      • Bind Wounds (cantrip) added
      • Aid reworked a bit
    • Protection Blade Ward adds disadvantage on the first attack against you in addition to the resistance, making it a competitive option.
    • Shadow
      • Deluminate renamed Gloom (cantrip) which can now shroud a creature when cast or on a subsequent turn (like Light).
      • Control Shadow (cantrip) has a utility usage and Hungering Shadow and Shadow Anchor merged in to it as part of the spell or subsequent actions.
    • Spirit
      • Ghostly Spirit (cantrip) added
      • Speak with Spirits (2 mana) added
    • Undeath
      • Life Siphon (cantrip) added
      • Giant Crawling Claw (1 mana) added
      • Grasping Hands (1 mana) added
      • Gentle Repose (2 mana) added (it exists in Life)
    • Spells that said “a number of creatures equal to the mana expended” are now changed to have that wording in the augment section

4.2.0

November 14, 2018

Minor/Patch

  • Classes
    • Barbarian split between Bloodrager and Warrior. Bloodrager gets spells and the ability to channel spells through its weapons while losing out on Fighting style and Brutal Critical.
    • Occultist: Alter Memories works on charm effects or anything charming a creature
    • Extra Attack changed to “You can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, when you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.” For Fighter/Monk the number of attacks on a bonus action does not increase.
    • Coordinated Attack changed to “You and your companion form a more potent fighting team. Your companion can attack twice, instead of once, whenever you take the Attack action or cast a spell on your turn. If your companion uses its action to Dash, it can use a bonus action to make one melee weapon attack or to shove a creature. The number of attacks on an Attack action or spell cast increases to three when you reach 11th level in this class.”
  • Feats:
    • Superstitious and Eater of Magic are added to Barbarian feats
    • Healer feat restored and added “Life Giver”
  • Creatures
    • There is a section in the Combat rules and Creature section which says “When a creature with the Multiattack trait uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.”
  • Spells
    • Charm
      • Charm (cantrip) reduced to 30 feet and added that they know they’ve been charmed
      • A target of Friends (Charm 1 mana) knows that they were influenced (but reduced the hostility, up to the GM)
      • Added “This is a charm effect” to several spells to indicate that Alter Memories would work on them.
    • Death
      • Power Word Pain moved from Charm to Death, increased the possible health to 150, and removed being immune if you’re immune to charm (doesn’t make sense imo)
      • Inflict Wounds changed to a Fortitude save and flavor added
    • Plants Blight moved from Death to Plants

4.1.0

November 13, 2018

Major

  • Classes
    • Occultist is revived and fully playable, closing #191: Create Core class feature for the Occultist
      • Unnerve Animals moved from Occultist to Animal theme
      • Removed the “spirits” flavor from Occultist. The Occultist now focuses on the themes of Charm and Fate. I’ve revamped the second key thematic section to be labeled “The Occult”.
      • We now have 8 Witchcraft options that focus on Charming (Alter Memories, Hypnotic Gaze, Instinctive Charm, Slumber) and Fate (Bestow Curse, Foretell, The Third Eye, Twist Fate). Acolytes have 3+(2-4)=5–7 options, Minstrels have 5 options, Occultists have 8+1=9, Sorcerers have 8 (surges). Charm and Fate both have a reaction, a spell, and 2 other abilities. It feels balanced in the Charm/Fate divide, but 9 is a bit more than other classes. Should be fine I think..
      • Removed Charm and Fate based subclasses from the Mage and Psionicist. These themes really belong in other classes—either the Occultist for both, Acolyte for Divination/Knowledge, or Minstrel for Charm. A Mage/Psionicist can still take these themes, but it isn’t and shouldn’t be available as a subclass imo. (removed School of Enchantment and School of Divination and Fate, Seeing Order, a bit of Telepathic Order)
      • Blinding Light / Healing Light moved to be a Witchcraft feature and it is cleaned up to be equivalent to lay on hands power level.
      • Fiend Buff Cloak of Flies

Minor/Patch

  • Classes
    • Acolyte
      • Light Domain: Buff Blinding Light
      • Storm Domain:
        • Buff Blinding Storm to blind for 1 minute or until a save
        • Stormy Winds replaces Destructive Wrath as max damage on a spell is crazy powerful. It’s a 14th level feature for Mage/Psionicist.
      • Trickster Domain: Buff Cloak of Shadows to be invis for 1 minute
    • Minstrel starts with all 5 Bardic Performance options as Acolyte has 5–7
    • Sorcerer Celestial Shield replaces Blinding Light / Healing Light as the 6th level feature for the Celestial Occultist and Sorcerer.
  • Spells
    • Astral Ectoplasmic Grapnel changed to 1 mana
    • Divination