Chapter 8 - Appendix
Here, you'll find miscellaneous stuff that was created in relation to the main body in some way. Some of the stuff may be more useful than others. This is not meant to be a place worth visiting in case you are looking for new content.
The appendix features a history of the changes made with the previous versions, starting with the latest update and going backwards in time, and a section containing the tables spread throughout this book.
Miscellaneous Notes
I am a big fan of calling Martial Training Martian Training
and Caster Training Minervan Training
, based on the roman gods of warfare, Mars and Minerva. This is only because I refused to call it Martial Training
for a good while due to its possibly confusing association with Martial weapons, even if the Martial-Caster divide is well known, and Martian
is close enough. The other half of the divide of course has to follow suit, so I consider it the Martian-Minervan divide from now on.
Tables
Here, you'll find all the tables spread throughout the book once more. These include:
- the Extended Size Table listing size categories with their fitting Hit DC and measures.
- the Body Part Sizes for a Medium Humanoid table listing size categories and Hit DC for the body parts of a Medium Humanoid character.
- the Armour Table listing armour sets and their Damage Reduction values and Dodging modifiers.
- the Shield Table listing the different shield options and their properties.
- the Spell Slot Translation Table listing how each spell slot is translated into Spell Points.
- the Spellcasting Focus Table listing which spell schools each Spellcasting Focus is associated with.
- the Spellcasting Table listing the Caster Training feature amounts, Spell Limits, and Spell Point amounts that spellcasters use.
- the Fullcaster Table, Halfcaster Table and Thirdcaster Table for the distinct tables for each caster class.
- the Pact Magic Table showing the Warlocks equivalent of the Spellcasting Table.
Extended Size Table
| Size | Hit DC | Hit Area | Height or Length |
|---|---|---|---|
| Minus 5 | 30 | <2.5mm² | <2.5mm |
| Minus 4 | 28 | <10mm² | <5mm |
| Minus 3 | 26 | <40mm² | <1cm |
| Minus 2 | 24 | <1.5cm² | <2cm |
| Minus 1 | 22 | <6cm² | <4cm |
| Minuscule | 20 | <25cm² | <8cm |
| Fine | 18 | <100cm² | <15cm |
| Diminutive | 16 | <400cm² | <30cm |
| Tiny | 14 | <0.15m² | <60cm |
| Small | 12 | <0.6m² | <1.2m |
| Medium | 10 | <2.5m² | <2.5m |
| Large | 8 | <10m² | <5m |
| Huge | 6 | <40m² | <10m |
| Gargantuan | 4 | <150m² | <20m |
| Colossal | 2 | <600m² | <40m |
| Unmissable | 0 | >600m² | >40m |
Related to AC-less Defence.
Body Part Sizes for a Medium Humanoid
| Body Part | Size | Hit DC |
|---|---|---|
| Head | Diminutive | 16 |
| Eye | Minus 1 | 22 |
| Neck | Diminutive | 16 |
| Arm | Tiny | 14 |
| Hand | Diminutive | 16 |
| Torso | Small | 12 |
| Crotch | Fine | 18 |
| Leg | Tiny | 14 |
| Foot | Diminutive | 16 |
As used with Aimed Strikes.
Armour Table
| Name | Type | Damage Reduction | Dodging Modifier |
|---|---|---|---|
| Padded Armour | Light | 1 | +2 |
| Leather Armour | Light | 1 | +2 |
| Studded Leather Armour | Light | 2 | +2 |
| Hide Armour | Medium | 2 | 0 |
| Chain Shirt | Medium | 3 | 0 |
| Scale Mail | Medium | 4 | 0 |
| Breastplate | Medium | 4 | 0 |
| Half Plate Armour | Medium | 5 | 0 |
| Ring Mail | Heavy | 4 | Disadvantage |
| Chain Mail | Heavy | 6 | Disadvantage |
| Splint Armour | Heavy | 7 | Disadvantage |
| Plate Armour | Heavy | 8 | Disadvantage |
Related to AC-less Defence.
Shield Table
| Type | Size | Blocking Bonus | Properties | Weight | Cost |
|---|---|---|---|---|---|
| Buckler | Tiny | +6 | Free Hand, Light | 3 lb. | 8 GP |
| Wooden Shield | Tiny | +4 | 6 lb. | 10 GP | |
| Tower Shield | Small | +2 | Heavy, Clunky | 12 lb. | 20 GP |
As used in the section on Shields.
Spell Slot Translation Table
| Spell level | Spell Point cost |
|---|---|
| 0 (cantrips) | 0 |
| 1 | 3 |
| 2 | 6 |
| 3 | 9 |
| 4 | 12 |
| 5 | 15 |
| 6 | 18 |
| 7 | 21 |
| 8 | 24 |
| 9 | 27 |
| x | 3x |
As used in the Spellcasting chapter.
Spellcasting Focus Table
| Spellcasting Focus | Type | Associated Schools |
|---|---|---|
| Crystal | Arcane | Illusion, Necromancy, Transmutation |
| Orb | Arcane | Conjuration, Divination, Illusion |
| Rod | Arcane | Abjuration, Divination, Necromancy |
| Staff (also Quarterstaff) | Arcane | Abjuration, Conjuration, Evocation |
| Wand | Arcane | Enchantment, Evocation, Transmutation |
| Sprig of Mistletoe | Druidic | Abjuration, Divination, Transmutation |
| Staff (also Quarterstaff) | Druidic | Abjuration, Conjuration, Evocation |
| Yew wand | Druidic | Enchantment, Illusion, Necromancy |
| Amulet (worn or held) | Holy | Abjuration, Conjuration, Evocation |
| Emblem (borne on fabric or a Shield) | Holy | Abjuration, Enchantment, Transmutation |
| Reliquary (held) | Holy | Divination, Illusion, Necromancy |
| Percussion (drum) | Bardic | Abjuration, Conjuration, Evocation |
| Strings (dulcimer, lute, lyre, viol) | Bardic | Enchantment, Necromancy, Transmutation |
| Woodwind (bag pipes, flute, pan flute, shawm) | Bardic | Divination, Enchantment, Illusion |
| Brass Instrument (horn) | Bardic | Conjuration, Enchantment, Evocation |
As used in the Spellcasting Focus chapter.
Spellcasting Table
| Level | Caster Proficiency & Training | Spell Limits | Spell Points | +1/3 | +1/2 | +2/3 |
|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 6 | 8 | 9 | 10 |
| 2 | 4 | 12 | 14 | 15 | 16 | |
| 3 | 6 | 18 | 20 | 21 | 22 | |
| 4 | 7 | 24 | 26 | 27 | 28 | |
| 5 | 3 | 9 | 30 | 32 | 33 | 34 |
| 6 | 10 | 36 | 38 | 39 | 40 | |
| 7 | 12 | 42 | 44 | 45 | 46 | |
| 8 | 13 | 48 | 50 | 51 | 52 | |
| 9 | 4 | 15 | 54 | 56 | 57 | 58 |
| 10 | 16 | 60 | 62 | 63 | 64 | |
| 11 | 18 | 66 | 68 | 69 | 70 | |
| 12 | 19 | 72 | 74 | 75 | 76 | |
| 13 | 5 | 21 | 78 | 80 | 81 | 82 |
| 14 | 22 | 84 | 86 | 87 | 88 | |
| 15 | 24 | 90 | 92 | 93 | 94 | |
| 16 | 25 | 96 | 98 | 99 | 100 | |
| 17 | 6 | 27 | 102 | 104 | 105 | 106 |
| 18 | 28 | 108 | 110 | 111 | 112 | |
| 19 | 30 | 114 | 116 | 117 | 118 | |
| 20 | 31 | 120 | 122 | 123 | 124 | |
| x | (x+7)/4 | 3(x+1)/2 | 6x | 6x+2 | 6x+3 | 6x+4 |
The columns to the right of the spell points column show how many Spell Points spellcasters with half levels and third levels have access to, for example when having Ranger or Arcane Trickster levels. Generally, you gain 6 Spell Points per Spellcaster level, 3 Spell Points per Halfcaster level, and 2 Spell Points per Thirdcaster level.
The numbers are calculated through the formulas given in the last row. The results are always rounded down.
This table is used in the Spellcasting chapter and is the source for the Fullcaster Table, the Halfcaster Table and the Thirdcaster Table.
Fullcaster Table
The following table is used by the fullcaster classes, such as Bard, Cleric, Druid, Sorcerer and Wizard.
| Level | Caster Proficiency & Training | Spell Limits | Spell Points |
|---|---|---|---|
| 1 | 2 | 3 | 6 |
| 2 | 4 | 12 | |
| 3 | 6 | 18 | |
| 4 | 7 | 24 | |
| 5 | 3 | 9 | 30 |
| 6 | 10 | 36 | |
| 7 | 12 | 42 | |
| 8 | 13 | 48 | |
| 9 | 4 | 15 | 54 |
| 10 | 16 | 60 | |
| 11 | 18 | 66 | |
| 12 | 19 | 72 | |
| 13 | 5 | 21 | 78 |
| 14 | 22 | 84 | |
| 15 | 24 | 90 | |
| 16 | 25 | 96 | |
| 17 | 6 | 27 | 102 |
| 18 | 28 | 108 | |
| 19 | 30 | 114 | |
| 20 | 31 | 120 | |
| x | (x+7)/4 | 3(x+1)/2 | 6x |
The numbers are calculated through the formulas given in the last row. The results are always rounded down.
Halfcaster Table
The following table is used by the halfcaster classes, such as Paladin and Ranger.
| Level | Spellcaster Level | Caster Proficiency & Training | Spell Limits | Spell Points |
|---|---|---|---|---|
| 1 | 1 | 2 | 3 | 6 |
| 2 | 1+1/2 | 9 | ||
| 3 | 2 | 4 | 12 | |
| 4 | 2+1/2 | 5 | 15 | |
| 5 | 3 | 6 | 18 | |
| 6 | 3+1/2 | 21 | ||
| 7 | 4 | 7 | 24 | |
| 8 | 4+1/2 | 8 | 27 | |
| 9 | 5 | 3 | 9 | 30 |
| 10 | 5+1/2 | 33 | ||
| 11 | 6 | 10 | 36 | |
| 12 | 6+1/2 | 11 | 39 | |
| 13 | 7 | 12 | 42 | |
| 14 | 7+1/2 | 45 | ||
| 15 | 8 | 13 | 48 | |
| 16 | 8+1/2 | 14 | 51 | |
| 17 | 9 | 4 | 15 | 54 |
| 18 | 9+1/2 | 57 | ||
| 19 | 10 | 16 | 60 | |
| 20 | 10+1/2 | 17 | 63 | |
| x | (x+1)/2 | (x+15)/8 | 3(x+3)/4 | 3x+3 |
The numbers are calculated through the formulas given in the last row. The results are always rounded down.
Thirdcaster Table
The following table is used by the thirdcaster characters, such as the Arcane Trickster and the Eldritch Knight.
| Level | Spellcaster Level | Caster Proficiency & Training | Spell Limits | Spell Points |
|---|---|---|---|---|
| 1 | - | - | - | - |
| 2 | - | - | - | - |
| 3 | 1+2/3 | 2 | 4 | 10 |
| 4 | 2 | 12 | ||
| 5 | 2+1/3 | 5 | 14 | |
| 6 | 2+2/3 | 16 | ||
| 7 | 3 | 6 | 18 | |
| 8 | 3+1/3 | 20 | ||
| 9 | 3+2/3 | 7 | 22 | |
| 10 | 4 | 24 | ||
| 11 | 4+1/3 | 8 | 26 | |
| 12 | 4+2/3 | 28 | ||
| 13 | 5 | 3 | 9 | 30 |
| 14 | 5+1/3 | 32 | ||
| 15 | 5+2/3 | 10 | 34 | |
| 16 | 6 | 36 | ||
| 17 | 6+1/3 | 11 | 38 | |
| 18 | 6+2/3 | 40 | ||
| 19 | 7 | 12 | 42 | |
| 20 | 7+1/3 | 44 | ||
| x | (x+2)/3 | (x+23)/12 | 0.5(x+5) | 2x+4 |
The numbers are calculated through the formulas given in the last row. The results are always rounded down.
Pact Magic Table
As used by the Warlock.
| Level | Caster Proficiency & Training | Spell Limits | Patronage |
|---|---|---|---|
| 1 | 2 | 3 | 1 |
| 2 | 4 | 2 | |
| 3 | 6 | ||
| 4 | 7 | ||
| 5 | 3 | 9 | |
| 6 | 10 | ||
| 7 | 12 | ||
| 8 | 13 | ||
| 9 | 4 | 15 | |
| 10 | 16 | ||
| 11 | 18 | 3 | |
| 12 | 19 | ||
| 13 | 5 | 21 | |
| 14 | 22 | ||
| 15 | 24 | ||
| 16 | 25 | ||
| 17 | 6 | 27 | 4 |
| 18 | 28 | ||
| 19 | 30 | ||
| 20 | 31 | ||
| x | (x+7)/4 | 3(x+1)/2 |
The numbers are calculated through the formulas given in the last row. The results are always rounded down.
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.
Changes for v0.8
Introduction was rewritten.
- renamed Missing Threshold to Hit DC.
- explicated that Damage Reduction applies before resistance and vulnerabilities.
- added a passage explicating the relation between sizes and cover.
- added a paragraph describing how Aimed Strikes interact with cover.
- added Surgery and the Rite of Regeneration to get rid of body part disabilities.
- moved Wounded and Disabled to a new chapter on Conditions.
- added a table offering example body part sizes for a Medium Humanoid.
- added two new shields and rephrased how they work in terms of size. Moved them to the Shields chapter.
- explicated that Damage Reduction from armour usually only works against attacks that aren't Aimed Strikes, unless the armour includes coverage of the targeted body part.
- added some rudimentary rules for armour pieces to cover other body parts.
- added some Bard subclass changes. The College of Dance Bard can now dodge with Performance, and the College of Valor Bard can allows the use of a Bardic Inspiration die instead of a Reaction to react to an attack.
- revisited Battle Master changes.
- rephrased the Monks Dexterous Attacks to use Grapple and Shove contests again.
- the Oath of Glory Paladins Glorious Defence now decreases the attack roll instead of giving AC.
- explicated how the Beast Masters beast AC is converted into Damage Reduction.
- the Gloomstalker Rangers Shadowy Dodge now utilizes Dodging.
- removed the paragraph about the Hunters Uncanny Dodge, as the Hunter no longer has that feature.
- the Hunters Multiattack Defence is now cheaper.
- the Rogue no longer gains Advantage on Dodging checks.
- explicated how the Draconic Sorcerers AC is converted into Damage Reduction.
- moved acquisition of blocking Proficiency and Expertise to Martial Training.
- updated wording to require shield training instead of shield Proficiency, as the latter no longer exists as such.
- updated the Grapple and Shove attacks to appropriately relate to Unarmed Strikes.
- is new.
- reworks how Proficiency and training with weapons, shields and armour works.
- moved Fighting Styles here.
- moved combat-oriented Feats here.
- moved weapon mastery properties here.
- added some more guidance on how monsters are affected by the changes in these rules.
- moved acquisition of parrying Proficiency and Expertise to Martial Training.
- updated wording to requite weapon training instead of Proficiency.
- merged Evasive Stance, Defensive Stance, Protective Stance, and Parrying Stance into one singular Defence Action.
- moved Prey on the Vulnerable to Martial Training.
- removed Trip, as it is already possible through an Opportunity Attack with an Unarmed Strike.
- added Shield of Faith changes.
- made Cure Wounds and Inflict Wounds work with wounds.
- Blur now no longer affects attackers that are blinded.
v0.8.1
General
- Fixed some spelling mistakes.
- gave more options to assist with the Rite.
- clarified when the Rite is interrupted and what happens in that case.
- added an example.
- changed the primary attribute to Intelligence.
- added two skills, Sleight of Hand and Medicine, to Surgery.
- explicated that when Proficiency in both the tools and one of the associated skills are present, the surgeon rolls with Advantage, in line with existing tool rules.
- explicated how to assist and interrupt Surgery.
- clarified what happens when Surgery is interrupted.
- added two drawbacks to being Small.
- the Monks Patient Defence now references the Defence Action.
- added a short introductory paragraph.
- made cover its own subsection.
- added a paragraph about crouching behind cover.
- moved the Defence Action here and reworked it to be more like before.
- moved the paragraph about starting weapon Proficiencies and starting weapon Training into the subsection on weapon Training to remove some confusion.
- reworded Accuracy to make it clear that it cannot stack with itself.
- added Immaculate Aim, Knowing the Spot, Overpower, and My Body is a Weapon.
- reworded Heavy Armour Master, so that it now mentions its Blocking Modifier and is further improved by Blocking Expertise.
- reworded Free Hand Enhancement so that it is more concise and clear about only negating Disadvantage imposed through the Free Hand property.
- moved the Defence Action to AC-less Defence.
- removed the paragraph about Reaction timing, as it was functionally equivalent to the existing base rule.
v0.8.2
General
- rearranged the chapters to roughly align with the structure of the PHB.
- merged the section on values into the introduction.
- reworded the introduction accordingly.
- merged the previous chapter introductions into a Content Overview.
- renamed Speed to Overtake, because it does not give movement speed, but it does make you overtake others in the Initiative order.
- renamed Swiftness to Speed, because it gives movement speed.
- changed Overtake to make it weaker in encounters with fewer creatures and to make it a bit more legible.
- renamed from Character Creation.
- Small creatures now only get -1 to their Constitution score instead of -2 to their Strength score.
- changed Archery to depend on the Wisdom modifier.
- changed Duelling to depend on the Dexterity modifier.
- changed Heavy Weapon Master to depend on the Strength modifier.
- changed Knowing the Spot to depend on the Intelligence modifier.
- added Wounding Critical.
- moved some Aimed Strike features to general features due to their lack of weapon dependence.
- turned the Aimed Strikes option for Reliable Hits into a Martial Training feature.
- some minor linking and wording changes.
- the Buckler is now Diminutive.
v0.8.3
General
- added new chapter introductions.
- renamed the Combat section to Grappling & Shoving.
- renamed the Magic chapter to Spellcasting.
- added Miscellaneous Notes to the Appendix.
- moved changelogs into their own folder.
- fixed some spelling mistakes and changed some wordings.
- slightly reformulated Dodging, Blocking and Parrying to mention in passing that they resemble contests.
Changes for v0.7
New
Aimed Strikes: Introduced to make attack rolls more meaningful.
Contests: Added a chapter about them, as they were removed from the 2024 rules.
Rogue: now gains a new Surge Die feature on level 5: Prepared Strike.
Spells: Added adjustments to Blur.
Feats: Added adjustments to Weapon Master.
Removed
from Surge Dice: Dying Struggle, Elation and Kill Rush.
Adjusted
General
- Committed to 2024 rules. All changes are now in reference to 2024 rules.
- Put the context and rationale for the rules at the start of each section again.
- Moved Reflections to the Introduction.
- Added a chapter for tables.
- Added an appendix with past changelogs.
- Added an example for Armor Class to Damage Reduction conversion.
- Damage Reduction now applies to attacks instead, including spell attacks. This is meant to be a buff to Damage Reduction and meant to make it more intuitive when it applies and when it doesn't. This also restores the classic connection between attacks and armour.
- Removed Dodging from the list of reactions that can reduce attack damage to 0 and thus make the attack count as a miss, because Dodging explicitly states that a dodged attack misses.
- Added a new set of smaller sizes and changed multiple base Missing Thresholds.
- Added a table as a reference for the sizes.
- Free Reactions no longer reference Free Actions, as those are not part of the 2024 rules. They now refer to the free object interaction instead.
- Using the Ready action now gives an additional Reaction.
- Limited Prey on the Vulnerable to melee weapon attacks and tied it exclusively to the Incapacitated condition.
- Focus can now be switched once at the end of your turn for free, instead of as a Free Action, because those no longer exist as of the 2024 rules.
- Losing Focus now depends on the Incapacitated condition or loss of perception.
- Limited range to 60ft.
- Named the value by which a parried attacks damage is reduced Parrying Power and added a separate paragraph about it.
- Explicated that temporary damage increases also increase Parrying Power.
- Critical Parries now have increased Parrying Power.
- Now features a table with armour stats.
- Now offers the entire feat description.
- Moved Fighting Styles to this chapter.
- Rephrased and buffed Defensive Duellist.
- Made the changed Dual Wielder a variant instead of a replacement.
- Heavy Armour Master now uses the Proficiency Bonus, similar to the 2024 rules.
- Shield Master now forces an Athletics contest instead of a saving throw.
- Moved all class changes into their own chapter.
- Moved the monk Surge Die feature to level 5.
- Now offers the entire spell description.
Changes for v0.6
General
- extracted Adjustments to their own chapter, featuring changes for Equipment, Class Features, Feats, Fighting Styles, Spells, and Monsters.
- Shields no longer give damage reduction.
- Buffed the Hunter's Multiattack Defence.
- Changed Dual Wielder, Savage Attacker and Shield Master.
- Added spell changes for Shield, Mage Armour, and Barkskin.
- Renamed the Backstab Advantage & Focus chapter to Vision & Focus. Added two paragraphs about Vision and rephrased a few things.
- Added a paragraph on general reaction timing and cleaned up other descriptions throughout the rules accordingly.
- Removed the Constitution Modifier from the base Damage Reduction.
- Defensive Reactions are now rolled with Disadvantage against critical hits.
- Size now impacts Missing Threshold.
- Dodging Bonus is reduced when wearing medium armour or heavy armour.
- Added passage that allows the use of the Evasive Stance as a Bonus Action for some characters.
- Made much of the wording more concise.
- Dodge & Roll can now also be used against area effects.
- Blocking is now a skill that depends on shields.
- Moved the flat Blocking Bonus to shields themselves.
- a bit cleaner now and also skill-ish.
- Now features a weapon lock mechanic.
Monk changes are new.
- Spell Manipulation is now a skill and thus no longer starts with a flat bonus.
- Extracted reaction timing and line of sight to the caster to be prerequisites for all manipulation options. This is the same as before, but the options are now more quickly read.
- Thwart can now be buffed by spending a spell slot.
- Amplify can now fail, unless a spell slot is spent.
- Weaken can now turn the saving throw into a success when a spell slot is spent.
- Added an option to improve Initiative.
- Restricted Power to Attack Rolls and Damage.
- Renamed Speed to Swiftness. You can now use the gained movement immediately.
Changes for v0.5
General
- slightly better wording
- a few more links
- a bit more elaboration
- Tripping up (new)
- You can now make a shove attack as a Reaction to trip up a moving creature
- Clarified intentions
- adjusted the Battle Masters' Evasive Footwork and Riposte
- adjusted the Hunters' Multiattack Defence
- adjusted the Dual Wielder Feat
Dodging - Dodging Bonus
- Now only takes Acrobatics (to buff DEX a bit)
- adjusted the Rogues' and Hunters' Uncanny Dodge
- made multi-weapon-parrying possible
- adjusted the Defensive Duelist Feat
Changes for v0.4
Spell Manipulation (new)
- possibility to do stuff with and against spells
- Thwart
- make a spell attack miss
- Weaken
- improve the saving throw for a creature affected by a spell
- Amplify
- improve the spell of an ally
Changes for v0.3
General
- reordered the chapters to make more sense
Reactions - Reserving Actions
- now only gives one Reaction per Action
- added elaboration on the idea
- Dodging Bonus (new)
- Value to add to a dodging ability check
- = 5 + either Athletics or Acrobatics
- Dodge & Roll
- increased distance to 10 feet
Parrying (new)
- you can now use a reaction to parry, nice
- Parrying Bonus
- value to add to a parrying ability check
- = 5 + attack bonus of the parry weapon
- Parry allows you to parry a melee attack, potentially reducing it's damage to 0
- Parrying Stance
- allows you to parry more
- Battle Master - Parry
- reworked to fit
- Monster Parries
- adjusted existing parries accordingly
- usage needn't be announced at the start of an action anymore
- removed Regeneration
- Tenacity reintroduced
- now only gives temporary HP until the start of your next turn
- Speed
- no longer scales with the roll
- gives 10ft. of movement speed per die spent on this option
- Skill (new)
- add the roll to any one roll you make
- replaces multiple other previous options
- Last Stand -> Dying Struggle
- now only triggers once when dropping below 25 maxHP
- Elation
- now triggers after applying the effects of the attack
Changes for v0.2
Reactions - Free Reactions (new)
- every turn, in addition to a Reaction, you also have one Free Reaction that can be used for some stuff.
- More precise wording
- Switch Focus now takes a Free Reaction instead of a Reaction
- Switch Focus can also be used as a Free Action
- Draw Focus (new)
- You can draw the focus of a creature somewhere else through various means.
- Losing Focus (new)
- You now lose focus under certain circumstances.
- Damage Reduction
- now only reduces non-spell damage
- cleaned up wording
- Shields
- cleaned up wording
- Blocking Bonus (new)
- value to add to a blocking ability check
- = 8 + either Strength mod or Dexmod + Proficiency (if proficient with shields)
- Defensive Stance & Protective Stance
- limited the uses to the Proficiency Bonus
Dodging - Evasive Stance
- limited the uses to the Proficiency Bonus
Variable attack actions
- tried to add it, but the PHB was faster
Changes for v0.1
Vision & Focus - Escape Focus
- only against larger creatures
- only Acrobatics, not Stealth
AC-less Defence - Damage Reduction
- only reduces non-magical damage
- specified that their use has to be announced at the start of the action they are used with to clean up intent
- removed Tenacity (temp HP)