Changes for v0.9
This version introduces the Spellcasting Rework.
v0.9.a1
- Reworked Spellcasting to work through Spell Points instead of Spell Slots.
- Spellcasting is now only limited by the Casting Limit.
- Added Overcasting to allow breaking the Casting Limit in exchange for damage and a debuff.
- You now roll a Spell check every time you cast a spell to determine how forceful it is, the first attack roll, and the save DC for the targets.
- Introduced Caster Training as a parallel to Martial Training for Spellcasters.
- Merged multiple spellcasting-related feats into Caster Training.
- Caster Training features can be acquired through Spellcaster levels, as described in Spellcasting, and through the new Spellcasting Adept feat.
- Spell Manipulation is now a part of Caster Training.
- A Spellcasting Focus now gives Proficiency in Spell checks for spells of three associated spell schools each. It is the primary way to be able to add the Proficiency Bonus to Spell checks, and thus spell attacks and spell save DC.
- Now uses the Spell check of the Cure Wounds casting as a base value.
- Changed Counterspell and Dispel Magic to work based on Spell checks.
- Changed cover to work through changes to Hit DC based on the target size instead of degrees of cover.
- Added cover cones to ease a visual derivation of when someone benefits from cover through shields or other small objects.
- Made the Buckler Tiny again.
- Added a Free Reaction to allow the use of Surge Dice in response to any trigger without having to rely on another feature.
- The Speed option now properly gives movement instead of movement speed.
- Added descriptions for different fields of view.
- Changed the indefinite articles in Switch Focus to prevent confusion.
- Changed Interception to only work with Melee weapons and against Melee weapon attacks.
- Added the Arrow Splitting feature to allow parrying Ranged weapon attacks.
v0.9.a2
General
- Updated this file :)
- Explicated that it is now possible to cast multiple spells with Spell Point costs in a turn.
- Added Cantrip Upcasting to upcast Cantrips.
- Added Hoarder to gain more Spell Points.
- Changed Expectation to give Advantage on the Overcast Saving Throw instead.
- Added Insistence feature, doubling the effect of Emphasis.
- Changed Vampiric Weavestrike to give twice as many Temporary Hit Points.
- Added a subsection with Spellcasting Focus related features.
- Changed Beyond The Medium to make a body part usable as a Spellcasting Focus associated with two spell schools.
- Added Flexible Focus to allow adding more associated spell schools to a Spellcasting Focus.
- Added Universal Focus to make a Spellcasting Focus be associated with all spell schools.
- Changed Sorcery Points so that they interface with Spell Points more intuitively.
- Removed the Casting restriction from Quickened Spell.
- Changed the inner workings of Pact Magic to make a connection to a patron more apparent and embed the narrative into the mechanics.
- Added a more narrative variant to allow customizing the Warlocks spellcasting alongside the state of their pact and relationship to their patron.
- Changed Counterspell to be harder against more costly spells.
v0.9.a3
- Moved the Spell Points chapter into this chapter.
- Explicated that these rules refer to initial Spell Point cost when speaking of a Spell Point cost and that they explicitly reference final costs otherwise. Changed the rules to actually fulfill this standard.
- Explicated how features that aren't spells and use spell slots now also use Spell Points instead.
- Turned Upcasting into its own subsection.
- Clarified that Upcasting works through increasing the spells cost, and not through spending additional Spell Points separately.
- Removed automatic cantrip scaling.
- Cantrips can now be upcast.
- Added a paragraph about preparing spells when multiclassing that is in line with base rules, but translated to use the Casting Limit.
- Added a subsection on Sunken Spells & Depthcasting, describing what happens when a spells cost is below 0.
- When using an unlisted Spellcasting Focus, you now choose two spell schools to associate that Spellcasting Focus with.
- Named the number of Spell Points the Casting Limit was exceeded by Excess to simplify the descriptions of Overcast Damage and Overcast Saves.
- Moved the Overcast Damage into the spellcast or use of the feature.
- Failing the Overcast Save now makes the spell or feature fail, but no Spell Points are lost.
- Weavestrain now reduces the Casting Limit by 1 per stack instead.
- Added some introductory text.
- Moved some features to their proper subsection.
- Ritualist now allows a choice of spellcasting ability when the one who chooses the feature doesn't already have one.
- Added By Any Means, allowing rerolls of the Overcast Save in exchange for more Overcast Damage.
- Renamed Spell Specialization to Cheapskate and allows the choice of two spells instead of one.
- Hoarder can now be picked multiple times.
- Reworked Cantrip Upcasting into Trash Becomes Treasure, giving a limited amount of free upcasting to free spells.
- Reworded Amplify a little.
- Beyond The Medium now turns the chosen body part into a Spellcasting Focus instead of making it usable as if it was one, making it clear that it can be used for Double Up.
- Renamed Dual Spellcasting Focus to Double Up.
- Explicated that Eldritch Invocation Options that allow free spellcasts practically set the cost of those spells to 0.
- The Patronage now depends on uses of Spell Points instead of cast spells.
- Critical Hits no longer automatically ignore Damage Reduction.
- Renamed Combat Training to Martial Training.
- Merged the three Enhanced Critical features into one and added the benefit that Critical Hits of the chosen damage type ignore Damage Reduction.
v0.9.a4
- Turned Weavestrike into a spell.
- Added Arsenal of Tricks as an option to get more cantrips.
- Added Enhanced Critical to mirror the Martial version with non-physical damage types.
- Added Force of Evil to increase necrotic damage and Force of Good to increase radiant damage.
- Added Penetrating Element to allow bypassing Damage Reduction with a chosen element.
- Changed Reactive Spell to Opportunistic Caster and changed its wording to make it independent from Opportunity Attacks. It now uses Opportunity Spells instead.
- Added Reliable Casting to make a Spell check always result in at least a 10.
- Doubled the Casting Limit increase of Cheat.
- Reworked Vampiric Weavestrike into Weave Vampirism, now giving you Temporary Hit Points when Spell Points are spent or lost within 5ft. of you and not by you.
- Changed Cheapskate to allow picking 0-cost spells again.
- Changed Cheapskate so that when it reduces the cost of a healing or permanent creation spell to 0 the effects become temporary.
- Changed Insistence to now automatically improve your Spell checks based on the cost of the corresponding spellcast.
- Added an associated spell school to two of the Spell Manipulation features to clarify when a Spellcasting Focus allows the wielder to add their Proficiency Bonus to the Spell check.
- Made Spell attack rolls a separate thing again.
- The Spell check now influences Spell attack rolls, giving a bonus when good and a malus when bad.
- Reduced the saving throw DC by another 2 when the spell affects more than one target.
- Changed the Defence Action so that when you had more than three unspent Reactions at the start of your next turn, only three of them are converted into Surge Dice.
- Turned dodging an AoE into a Martial Training feature.
- Reduced the armour-based dodging modifier.
- When wearing light or no armour, it's now +2 instead of +5.
- When wearing medium armour, it's now +0 instead of +2.
- When wearing heavy armour, you now roll with Disadvantage instead of with +0.
- Turned Opportunity Attacks into the Opportunist - Melee feature.
- Added Opportunist - Ranged to allow for ranged Opportunity Attacks.
- Turned Dodging an AoE with Dodge & Roll into the Areal Awareness feature.
- Added Dodging Adept to give Proficiency in Acrobatics.
- Added Dodging Expert to give Expertise in Acrobatics.
- Added Happy Feet to increase the unarmoured and lightly armoured Dodging bonus back to +5.
- Added Nimble Attack to allow throwing a Finesse weapon as a part of a Dodge & Roll.
- Added Prediction to allow for an additional free dodge after dodging with Advantage.
- Renamed Blocking Proficiency to Blocking Adept and Blocking Expertise to Blocking Expert and simplified their wording.
- Changed Protection to require Proficiency in Blocking instead of training with Shields.
- Renamed Parrying Proficiency to Parrying Adept and Parrying Expertise to Parrying Expert and simplified their wording.
- Changed Arrow Splitting to also require Proficiency in Perception.
- Turned Weapon Locking from Parrying into the Weapon Locking feature.
- Turned multi-weapon Parrying into the Cross-parry feature.
- Added Pattern Recognition to give Advantage on the next block, dodge or parry after a successful block, dodge or parry.
General
- Turned all occurences of Proficiency, Expertise, Advantage and Disadvantage uppercase.
- Now consistently uses
Proficiency in ...
andExpertise in ...
instead ofProficiency with ...
andExpertise with ...
. - Changed .md italics to use _ instead of *.
v0.9.a5
General
- Renamed Other Combat Changes to Grappling & Shoving, as nothing else is in there.
- Mentions the Spellcasting changes in the Content Overview now.
- Moved Spell Points, Spell Limits, Upcasting and Sunken Spells & Depthcasting to their own chapters.
- Rephrased the introduction a bit.
- Introduced a Caster Proficiency Bonus that depends on the spellcaster level, but otherwise mirrors the regular Proficiency Bonus progression.
- Adjusted Spell Limits to properly fit thirdcaster scaling.
- Increased the number of Caster Training features to match the Caster Proficiency Bonus and removed their entry from the Spellcasting Table.
- Added a short passage about how many features a spellcaster has.
- Added Consistent Casting as a stepping stone before Reliable Casting and changed the latter to affect the result instead of the roll.
- Added Everyone's Problem to spread Overcast to other nearby creatures.
- Added Flow to increase the Casting Limit throughout a combat.
- Added Hubris to allow Wizards to write spells they cannot afford into their spellbook and prepare those.
- Added Limitbreaker to force a successful Overcast Save once a short rest.
- Added Recast to cheapen repeated casts of the same spell.
- Added Snowball to improve spells when casting them repeatedly.
- Turned Spell Manipulation features into spells.
- Changed Cheat, Cheapskate, Hoarder and Trash Becomes Treasure to use the Caster Proficiency Bonus instead.
- Rephrased the paragraph on Multiclassing to not call two different things Casting Limit. Renamed one of them to Preparation Limit to ease understanding.
- Reworked the entire section accordingly.
- Renamed the section and references to it from Casting Limit to Spell Limits.
- Distinguishes between spells with singular and multiple attack rolls now. The Spell check merges into the spell attack roll in the first case, and enhances the spell attacks in the other.
- Elaborated a bit more.
- Clarified that there is a Spell Point maximum and current Spell Points, similar to Hit Points.
- Grouped them by new spells, spells reworked due to defence changes, spells reworked due to the introduction of Spell checks and spells with adjusted upcasting.
- Counterspell and Dispel Magic are now 5 better.
- Adjusted the Upcasting costs and power of a lot of spells.
- Changed Haste to give Advantage on Reactions instead of an AC bonus.
- Changed Mage Armour to give more Damage Reduction when upcast.
- Changed Warding Bond to give Damage Reduction instead of an AC bonus. Also, it can now be upcast.
- Adjusted the previous Spell Manipulation features that are now Cantrips so that they fit the spell format properly.
- Renamed Weaken to Guard.
- Added Chain to enable some binding and pulling action.
- Added Gift to transfer Spell Points to another creature.
- Added Rewind to convert Surge Dice back into action economy.
- Added Weavestrike to the Paladin spell list.
- Added a paragraph about other upcasting intervals.
- Clarified that Warlocks do not have Spell Points themselves.
- Changed Patronage to only track when the patrons Spell Points are used.
- Clarified that the Patronage can be used as a source for Spell Points for other features, too.
- Changed free Eldritch Invocations spells to not spend Spell Points at all.
- Clarified that free Eldritch Invocations spells are cast with a number of Spell Points equal to your Warlock Preparation Limit.
- Changed the Dodge Action to now give additional Reactions and Advantage on Dodging instead of imposing Disadvantage on attack rolls.
- Added more paragraphs to Damage Reduction and gave all distinct rulings there names.
- Clarified that Damage Reduction only applies once per attack, not to each damage instance of an attack in case there are multiple instances or damage types dealt by that attack.
- Described in which order damage of different types is reduced.
- Added a paragraph about Damage Reduction that is limited to reducing damage of a specified damage type.
- Added C-C-Combo, increasing damage output the more you've hit this round.
- Added Untraceable, giving the next incoming attack Disadvantage after successfully dodging.
- Being Unseen no longer gives Advantage on attack rolls. This feels narratively intuitive, as the advantage from being unseen lies in the target not being able to react to the attack, which is already implemented.
- Removed Backstab Advantage accordingly.
- Changed the Invisible and Blinded conditions to not give Advantage on attacks accordingly.
- Changed the Rogues Sneak Attack to also be applicable when unseen.
- Added Sudden Momentum to the Barbarian.
- Changed the Wizards Arcane Recovery to use Spell Points.
- Added a Fullcaster Table, Halfcaster Table and Thirdcaster Table to the Appendix and linked to them from each class.
v0.9
Casting Changes
- Added formulas to the tables again.
- Made Arsenal of Tricks give two cantrips instead.
- Changed Cheat and Limitbreaker to recharge on Long Rest, too.
- Changed Cheapskate so that healing and creation spells regain their effects when cast for at least 2 Spell Points instead of at their initial cost. Also changed it so that the temporary effects vanish when casting the spell for 1 Spell Point or less instead of when casting it for free, similar to the other conditions there before.
- Changed Cheapskate to only have you choose one spell.
- Removed Consistent Casting, reduced Reliable Casting from 10 to 8 and clarified that it affects the roll of the d20.
- Added Gambler and Money Shot.
- Removed Bypass Cover as neither half-cover nor three-quarters cover affect attack rolls anymore.
- Made Weavestrain restoration use the Caster Proficiency Bonus instead and moved it to Conditions.
- Clarified how to determine Casting Limit and Preparation Limit.
- Added Inhibit and Zone of Inhibition to temporarily reduce Casting Limits.
- Added Aura of Amplification to temporarily increase Casting Limits and allow free upcasting.
- Changed Counterspell and Dispel Magic slightly to benefit more from being cheapened.
- Made some wordings more consistent.
- Reworded Depthcasting a bit to be in line with other similar passages.
- Properly adjusted the Pact Magic table to fit the Spellcasting Table.
- Changed the Arcane Ward to interact with cheapened spells and Sunken Spells similarly to Cheapskate.
Other Changes
- Changed the table to use the changed Dodging check modifiers from the last minor version. Adjusted the text above accordingly.
- Added a paragraph explaining how Armour Pieces relate to the Dodging Modifier.
- Changed them to refer to D20-Tests instead of ability checks to encompass situations such as contesting an attack roll.
- Renamed Combat Adept to Martial Adept.
- Adjusted Grappling to account for the entries on Grappling and the Grappled condition in the 2024 PHB.
- Removed Bypass Cover as neither half-cover nor three-quarters cover affect attack rolls anymore.
- Reworded the Hunters Multiattack Defence a bit.
- Removed Overtake. It was too complicated, too strong and too disruptive to keep.
- Removed the passage about treating creatures that can't see you as Blinded because that was practically irrelevant.