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Pre-wiki changelog

This article is a backlog of all the changelogs I wrote for the From the Pale project over the years while it still existed on Google Docs. Note that some of these changes will reference systems or ARGs that were exclusive to the campaign I run/ran testing this expansion (such as manifests), and they won’t make much sense without context (which I’ll try to provide soonish on the design blog).

Ver 1.0 – Welcome to Brasspire 

Released this document.

  • Nothing to change. This was the first draft.

Ver 1.1 – Goodbye Brasspire, helllooo Rookwallow

Fuck I wish I took better notes. These early changelogs were written posthumously.

  • Improved formatting dramatically to allow for easy navigation of the document.
  • Removed the Manifest clause that dealt double damage to a summoned Manifest when the summoner is targeted.
  • Manifests now need the base character to take rests in order to replenish resources.
  • Zone of truth has been banned. I hate that spell lol.
  • Added movement changes
  • Class specific changes have been officialized.
  • Manifesting no longer restores all of a spellcaster’s spell slots (just a few now). In return, spellcasters can now ignore the bonus action + action leveled spellcasting clause.
  • Added weapons and modifications section.
  • There is now a new type of rest called a “field rest”. Which is when a long rest is attempted in uncomfortable or dangerous conditions (in general, whenever the party needs to take watch, it’s probably a field rest rather than a long rest). This is a short rest that takes the same amount of time –and staves off exhaustion in the same manner– as a long rest. It also replenishes a limited number of long rest resources, excluding hit dice.

Ver 1.2 – A conspiracy uncovered

This is a pretty experimental patch. There’s a lot here that will be subject to change as we playtest it. 

  • I have decoupled the player’s manifest level from their base character level. Manifests now level up on milestone, and will eventually be brought in line with player level. This will improve game balance and encounter + resource economy design tremendously. This will also allow the base characters to level up more, and reach a higher level than 8.
  • Manifests and their summoners are now decoupled for the purpose of being affected by negative and positive statuses. e.g. if a Manifest is Stunned, the summoner is not. If a summoner is given Enlarge by an ally, the Manifest is not.
  • Reworked the Protection manifest to no longer resist AoE damage, but instead give the summoner more choice and protection when subjected to single target crowd control effects.
  • Added situational bonuses to encourage characters doing things outside of their comfort zone with good planning, and allow players to assist each other with the help action when stacked, or lacking compatible skill proficiencies.
  • Expanded on the cleave effect from carry-over damage on dead enemies to the weapon’s damage dice being applied to nearby enemies in the angle of attack.
  • Opportunity Attacks can now also be triggered by moving more than 5ft in a creature’s melee attack range.
  • Added the “Clumsy” attribute to the Shotgun. It cannot take advantage of Sharpshooter or Sneak Attack.
  • Added the chainsaw and flamethrower to weapons. 
  • Lowered the damage of explosive ammo from adding 2d4 fire+bludgeoning damage, to replacing the damage dice with 2d4 fire+bludgeoning.
  • Lowered the maximum number of days before mana withdrawal. I will be able to give the party more mana vials as the party reaches a closer level equilibrium with their manifests. I still want the party to feel pressured by their withdrawal clock despite this however.
  • General rule legibility and grammatical changes.
  • Added ???
  • Added a changelog.

Ver 1.3 – Elves are fruit, and also sometimes allies

This patch clarifies old rules, and balances some of the additions in previous patches.

  • The old Cleave rules (both the damage dice to nearby enemies, and carryover damage from downed enemies) have been removed.
  • A new replacement for the attack action has been added, that is effectively just the Hunter Ranger’s 11th level Whirlwind feature.
  • It has been clarified that attack actions can also be exchanged for skill checks and not just environmental interactions.
  • Three new spells have been added: Wild Grenade, Tar Strike, and Chains of Fire.
  • Shotguns and Chainsaws have had their damage die nerfed from 2d8 to 2d6, because the Loading property has not been getting enforced, and while the game has been more fun for it, it was a bit unbalanced in its old state.
  • A section has been added for tracking the rules of weapon modifications and magic items unique to the players in this campaign.
  • A new shot and arrow type has been added, armor penetrating shot, and curved arrows, respectively.

Ver 1.4 – The battle for Holzfallen

This patch focuses primarily on balance and adjusting the power of certain classes, subclasses, and feats.

  • When Martials learn their maneuvers at 5th level, they now must always prepare one of the skill check related maneuvers. This change is made to better align the superiority die buff with not only making combat more interesting for Martial players, but to also aid in their out of combat utility, as was the original goal of the superiority die buff.
  • Clarified scroll rules at my table, in a nutshell: it doesn’t matter if the spell on the scroll isn’t castable by your class, you can make an Arcana or Spellcasting ability check to attempt to cast it anyways. These scrolls are not consumed when failing the check.
  • Artificers received a buff to their cantrip learning progression (and also received the Mending cantrip for free), as well as a buff to their crafting abilities.
  • Clerics were given a minor skillcheck buff to flavorful skill checks.
  • Monks received a buff increasing low level exploration capabilities by letting them replace several common uses for Athletics checks with Acrobatics, for cool Monk flips and shit.
  • Rogues received a buff to their Sneak Attack uptime, and were given a free Environmental Interaction every turn starting at level 5 in order to bring their APM in line with other Martial classes of the same level.
  • Warlocks received a buff to their cantrips known.
  • Wizard received a buff to flavorful skill checks, enhancing their scroll casting abilities in the process.
  • Many subclasses received changes, in a nutshell:
    • Battlerager – opened (with backstory approval) the ability for non-elves to take this subclass. Also majorly buffed.
    • Berserker – moderately buffed.
    • Storm Herald – majorly buffed.
    • Wild magic – majorly buffed
    • College of Spirits – moderately buffed.
    • College of Eloquence – moderately nerfed.
    • Twilight Domain – moderately nerfed.
    • Peace Domain – moderately nerfed.
    • Way of the 4 Elements – majorly buffed.
    • Way of the Sun Soul – minorly buffed.
    • Way of the Drunken Master – buffed to increase their damage, and encourage from an earlier level splitting up your attacks onto multiple enemies instead of focusing on just one.
    • Circle of Stars – woe reaction nerfed, but given a buff to the dice bonus at higher levels.
    • Clockwork and Aberrant Soul – minor nerfs to not receive the class-wide benefits of extra spells known at the levels they already get subclass spells.
    • Purple Dragon Knight – majorly buffed.
    • Battlemaster – reworked to give real features at levels 10 and 18, focusing around the Know Your Enemy feature. Buffed in its 15th level feature too.
    • Arcane Archer – moderately buffed.
    • Hunter Ranger – Buffed to allow the player to change their features every turn, in order to always give them the flexibility they wish to have in combat, but to continue forcing them to make interesting choices. Also, increased the power of their Volley and Whirlwind Attack feature since the latter of the two is given to all characters at level 1.
    • Alchemist – majorly buffed.
    • Undying Patron – major buffs and reworks.
    • School of Chronurgy – majorly nerfed.
    • School of Bladesinging – opened (with backstory approval) the ability for non-elves to take this subclass.
  • Many feats also received changes, in a nutshell:
    • Martial Adept – buffed, and received the reworks that battlemaster did in allowing these Maneuvers to be prepared after a Long Rest.
    • Fighting Initiate and Weapon Master – combined into one full feat, dropped the half feat side.
    • Mage Slayer – reworked to function better against teleports and crowd control effects.
    • Athlete – reworked to focus more on exploration focused athletics checks and movement.
    • Dual Wielder – reworked and heavily buffed to make Dual Wielder builds viable.
    • Revenant Blade – reworked along the same lines as Dual Wielder.
    • Grapple – heavily buffed to improve damage and damage options for grappler builds.
    • Gunner – buffed slightly because the loading property has been removed from most firearms in this setting.
    • Charger – buffed to work with more builds. Specifically, martials with Extra Attack.
    • Savage Attacker – buffed and turned into a half-feat.
    • Skulker – turned into a half-feat.
    • Skilled – buffed player choices.
    • Piercer – reworked to be a more movement focused feat, in the same vein as the other two physical damage feats.
    • Dungeon Delver – turned into a half-feat.
  • Gave a cost-efficiency nerf to the Hellfire Chains spell (you now can only target more creatures for every 2 spell slot levels above 3rd instead of for each slot level above 3rd).
  • Gave a minor damage nerf to the Wild Grenade spell (4d8 > 4d6).
  • Added Silvery Barbs to the Spell Banlist section.
  • Buffed the Chainsaw back to 2d8
  • Changed Flamethrower to do essentially the same thing as before, but slightly (?) better written. Damage was slightly nerfed as a result, and the weapon now scales damage roles with Dexterity, but it now can operate in CQC better without the Crosbow Expert or Gunner feats.
  • Formally removed the loading property from all firearms (besides the Flamethrower), we weren’t following those rules correctly anyways lol.
  • Went through the weapon modifications and officially finally wrote down the crafting time and costs of weapon modifications.
  • Alphabetized much of this document for readability purposes.

Ver 1.5 – Fuck Blind Man’s Bluff

  • Spellcasters lost the ability to replenish spell slots when summoning their manifest.
  • Druids lost the ability to transform into creatures they have not seen before.
  • Druid skill buff focused on Nature checks, to be in line with Cleric and Wizard. 
  • Cleric lost the free proficiency in Religion they gained at level 3 through their skill feature.

Ver 1.6 – Welcome (back) to Brasspire

This patch focuses in equal measure on tightening the language of the document/making clear exactly what has changed compared to published material, and making experimental new balance adjustments to the manifest system, resting system, and some classes and subclasses.

  • Adjusted manifests to be properly tethered to their base characters, and now are unable to drag their base character around.
  • Codified that passive features like movement are shared, even though buffs and debuffs are not.
  • Changed how summoner hp works when reduced to 0. The summoner can now die/go unconscious with their manifest out, which decouples it from their range limitations, but shortens the clock until they disappear to one minute.
  • Ranged manifests can now recall their manifests with a bonus action.
  • Speed manifest second tier now increases the user’s walking speed by 10 feet to provide a real passive effect in combat after it has been summoned for the first time.
  • Reworked mounted combat, simplifying the rules and making it work more fluidly with combat.
  • Added a section in Martial changes detailing roughly the level of impossible feats of strength and skill that are possible at each tier of play.
  • Barbarians received a buff to make Rage a useable feature to boost skill checks out of combat, which develops further as a utility option over time. They also received a buff to their late game wisdom save capabilities in the level slot that used to allow rage to continue despite not hitting anything (which was moved to level 1).
  • Added a feature to Fighter, Monk, and Rogue imitating Barbarian’s primal knowledge feature
  • Fighter received a feature making it so they always have access to all three of the skill check maneuvers, without costing them prepared maneuvers. 
  • Monk’s hit dice was raised from a d8 to d10. They also gained a feature to spend a kit point and attempt to slightly alter the result of a failed skill check.
  • Warlocks now always know the spells on their subclass spell lists, without counting towards the number of spells they know.
  • Peace Domain Cleric received a full rework, making it a more temporary buff to their allies, contingent on not dealing or taking damage, but a more flexible buff in terms of range, positioning, cast speed, etc. 
  • War Cleric got a buff to their bonus action attack resource refresh rate.
  • Circle of Spores received a major buff to their staying power, and capability to serve as a gish.
  • Arcane Archer received a buff allowing their abilities to apply to non-bow ranged attacks, and also increased the number of arcane shots per short rest they can use, and also made them prepare arcane shots on long rest instead of learning them.
  • Battlemaster received a buff alongside all other sources of maneuvers/superiority dice in the game, allowing you to prepare maneuvers instead of learning them. Their 15th level feature was also reverted to its original state, but then buffed to restore uses more consistently.
  • Champion received a major rework and buff, making them stronger in ways that matter without compromising on simplicity, or taking the low hanging fruit that is flat damage increases.
  • Eldritch Knight’s 7th level bonus action attack feature was buffed to trigger when casting any spell, not just cantrips.
  • Way of the Astral Self has been given a reusable combat feature at lower levels to break up the monotony of the subclass prior to later levels.
  • Way of the Drunken Master has been giver a handful of buffs to strengthen their role as a crowd control martial, while also leaning into their alcoholic flavor.
  • Way of the Kensei has been given a rework to encourage the use of their sword more, rather than discourage it. This new feature replacing Agile Parry fills a similar niche of a self defense feature while also extending this benefit to others.
  • Way of the Long Death received a quality of life buff alongside a radical rework allowing them to sacrifice health for ki, and then giving them a combat feature to sink a great deal of ki into by reworking their fear feature at 6th level.
  • Way of the Open Hand received quality of life buffs.
  • Way of the Shadow received a new feature at 11th level to enhance their Shadow Arts spells in return for ki. This pushes them more into a controller/assassin niche than before, while also opening new out of combat support skills.
  • Way of the Sun Soul received a buff to their ki expenditure, and a total rework of their capstone, letting them finally go super saiyan.
  • Every single Sorcerer subclass has received a subclass spell list, and two schools of magic they can draw from to replace their subclass spells.
  • Wild Magic Sorcerer received reworks to lessen the DM’s impact on the frequency of Wild Magic surges, while giving the player a bit more agency when they trigger. There was also another save-affecting feature here that I missed on my first caster rework pass.
  • Rest rules have been majorly reworked again. Field rests now restore long rest resources at a flat rate equal to the player’s proficiency bonus, and long rests take a full week of downtime to complete.
  • Added ????

Ver 1.7 – No good deed…

This patch focuses primarily on tightening the rest rules and resource economy of From the Pale We Came. There are also a handful of balance changes made, mainly buffing several martial classes improving their out of combat options, as well as a few changes to various spells.

  • Barbarian rage damage bonus now applies to thrown weapons too.
  • Barbarian’s Wisdom of Rage feature now no longer requires proficiency in order to add your rage bonus to skill checks.
  • Fighter received a few free uses of their skill check features every short rest at 5th level.
  • Rogue’s Reliable Talent now is given at level 3, in a much weaker form. This feature scales until it reaches its normal function at level 11.
  • Rogue received a feature allowing them to share their skill check results with allies making the same check at the same time.
  • Paladin received a feature at level 5 allowing them to convert their Channel Divinity into maneuvers if they choose.
  • Berserker Barbarian received a rework to their 10th level feature, to make it more generally useful both in and out of combat.
  • Divination Wizard received a change to Portent, forcing creatures affected by it to make saving throws, for design consistency.
  • Barkskin now works in the same way it does in the OneDnD playtest
  • Guidance has been added to the Bard spell list
  • Healing Spirit has had its upcasting potential nerfed.
  • Rope Trick has been changed to be more interactable.
  • A section has been added for Maneuvers. It is fairly sparse for now. More changes may be coming in the future.
  • The skill check maneuvers have had their wording changed to ensure they still work with alternate ability bases for skill checks (for example: Intimidation (Strength) checks).
  • The Grenade item block has been added to the Weapons and Gear section.
  • The rest rules section has been better formatted, and a section for exhaustion and rest penalties has been added.
  • Short rests have been limited to once per day.
  • Long Rests have had their time reduced to 3 days, down from 7.
  • Long Rests now recover all hit dice at the end of them, to bring their reward in line with the current high time commitment to complete.
  • Players can now expend hit dice during field rests to recover more long rest resources.
  • Long Rest Pool resources (such as Sorcerer’s Sorcery Points and Paladin’s Lay on Hands) have been better codified to recover everything in the pool when chosen for recovery. We’ll be monitoring this change to see if it’s way too much.
  • Exhaustion has been reworked to match the way it works in the OneDnD playtest.
  • Rest penalties have been reworked to be more of a present threat if not actively counteracted.

Ver 1.8 – West Marches in my campaign? It’s more likely than you think…

This patch has a pretty broad scope. You’ll be seeing: 1. another rework to manifest rules. 2. An enormous expansion and rework to the maneuvers system. 3. A buff to Artificers, Fighters (as well as the deletion of the Battlemaster subclass, since it is being rolled into the main class), and Warlocks. 4. Nerfs to Great Weapon Master and Sharpshooter to even the playing field now that martials have received a large buff to combat utility/damage in their maneuvers. On top of all of this, the entire document is receiving a facelift, trying to make things easier to navigate.

  • Mana vials can now only be restocked during rests.
  • Manifests can now only be summoned within 5 feet of their summoner, unless a feature states otherwise.
  • Manifests can now move up to 15 feet from their summoner, up from 10 feet.
  • Manifests now have a formally stated rule for when there is a solid object between them and their summoner and they hit their tether limit (that doesn’t involve the manifest being crushed lol).
  • Manifest and summoner movement has been separated, and the two can now move individually from one another.
  • Manifest and summoners now make checks/attacks separately, and their defensive values are similarly separated. 
  • Manifests and summoners now can be inside one another without requiring a protection manifest.
  • Added a line for clarification noting that manifests and their summoners cannot grapple one another for cheating the movement limits.
  • Rules were added for determining whether the summoner or manifest makes a concentration check, since it is now no longer entirely the player’s choice.
  • Removed range manifests’ recall enhancement with the new manifest movement rules.
  • Reworked protection manifest enhancements to provide a redirection effect at rank 1, and extra health at rank 2.
  • Added “of your choice” to the wording of whirlwind attack.
  • Rewrote the bonus martial maneuver/superiority dice section for clarity. This change comes with a buff to maneuver preparation (more + can be prepared on short rest as well as field/long rest), and superiority die progression (more dice every 3 levels).
  • Failing to cast a spell on a scroll now consumes the scroll, for martials and casters.
  • Prepared casters now have a clarifying line allowing them to prepare spells on field rest. Known casters can do the same each night with one spell for another of the same level.
  • Prepared casters can no longer swap cantrips on field/long rest.
  • Casters gain bonus limited feat progression at 11th and 17th levels (tentative change, might be removed).
  • Fixed a loophole allowing for multiple leveled spells to be cast in a “turn” via readied action set to loose at the beginning of the next creature’s turn in the round.
  • Artificers received a buff allowing them to change their infusions known on long rest, and received clarifying text that prepared infusions can be swapped on field rest as well as long rest.
  • Bard received a buff to their capstone feature, bringing it in line with others of its kind such as Monk.
  • Fighter received a weakened version of Battlemaster’s 3rd level feature at level 3, as well as a feature to grow their superiority dice over time like Battlemaster.
  • Fighter’s Tactical Mind feature has been rewritten to better match the new state of all-martial maneuvers, and has been buffed to provide a few free uses which recover on rest.
  • Gave Rogue a feature at level 5 to allow them to apply multiple maneuvers to an attack that adds sneak attack damage.
  • Buffed Rogue’s capstone to provide a critical attack (not just critical skill success) when applied to a missed attack.
  • Pact of the Talisman has been buffed heavily, now working on non-proficient saving throws as well, and no longer having a limited number of uses per long rest.
  • Gave Warlock a feature at level 5 allowing them to change their invocations on field or long rest.
  • Removed Battlemaster. Like, the whole thing lol.
  • Nerfed Shadow Sorcerer’s bonus spell list a bit, replacing Pass Without Trace with Silence.
  • Nerfed Great Weapon Master to no longer provide a -5+10 power attack, but instead add a bit of free extra damage to attacks when they hit a new enemy each turn (scaling better with attacking crowds of enemies).
  • Reworked Sharpshooter to provide more different kinds of bonuses, but they must be selected at the beginning of your turn, and entering this sharpshooter state gives a movement penalty until the end of your turn. This rework also removes the -5+10 power attack from the feat.
  • Removed Chad’s Rad Disk from Paladin spell list (sry glory paladins! I’ll personally let you swap a 2nd level subclass spell for it!)
  • Added Hellfire Chains to Sorcerer Spell list
  • Removed Ice Dagger from Bard spell list.
  • Removed Volatile Flames from Paladin spell list.
  • MASSIVE NEW MANEUVER SECTION. 
  • I AINT WRITING ALL THE NEW ONES DOWN HERE. 45 NEW MANEUVERS IN TOTAL.
  • Added an errata section for maneuvers. Most of these changes are just adding level prerequisites to pre-existing maneuvers, or fixing wording on old skill check maneuvers, but Lunging Attack did get a rework to provide more range and bonus movement.
  • And of course,
  • THIS FUCKIN HUGE DOCUMENT ORGANIZATION REWORK.
    • All class information can be found in their own respective hyperlinked documents (including the directly relevant system changes + martial/spellcaster changes affecting each class).
    • Separated FtPWC campaign specific rules from the general 5e rework (manifests, mostly, but also a specific restriction that Aberrant Dragonmark must be taken at level 5 for casters instead of their usual limited half feat list).

Ver 1.8.1 – Why did the DM have to play RE7 before writing this arc??

This patch is a quick balance hotfix followup to the previous patch. The main changes here can be seen in nerfs to the Monk and Paladin classes, since they have benefited disproportionately from recent changes compared to other classes, and needed to be reigned in a bit. There also were subclass reworks and buffs for various classes. Finally, there were a few balance changes made to spells and maneuvers. The balance changes of this patch also come bundled with even more organizational fixes for the document, making it even easier to find the maneuvers and spells you wanted to see.

  • Added a sliding scale for skill check success/failure, and provided guidance to other DMs how check failure/success features interact with the scale.
  • Surprise has been reworked to be a more reasonable condition to set up for players interested in ambushes, and better coded for interaction with other rules (e.g. Assassin Rogue).
  • The flanking rule we’ve been using for a while has been officially added to the document.
  • Alchemist Artificer has been buffed to function more resource-efficiently under current rest rules.
  • Monk Way of Long Death has received tweaking to its health sacrifice feature in order to better fit the current state of rest rules.
  • Paladin’s smite feature has been reworked to slow down the rate at which the class can convert resources into raw damage, while not touching the efficiency at which said resources can be converted.
  • Oath of the Crown has had its 7th level feature buffed in range and 15th level feature buffed in what conditions it aids in preventing.
  • Oath of Devotion has had its spell list buffed, and utility has been added to its 7th level feature to make the subclass lean harder into its angelic subtheme.
  • Chad’s Rad Disk has been added to Oath of Glory’s spell list, and its 7th level movement speed aura feature has received a range buff to improve usability.
  • Oath of Vengeance’s spell list has been nerfed.
  • Oath of the Watchers has received spell list buffs, and a utility buff to its 7th level aura feature to cover perception checks as well.
  • The Assassin Rogue has been completely reworked to better play into the different character fantasies that surround an assassin.
  • Inquisitive Rogue has received buffs to its 9th and 13th level features to better synergize with its 3rd level Insightful Fighting feature, making it a stronger class at 1v1/1v2 combat.
  • Mastermind Rogue has been buffed to provide even more offensive support to parties, and eventually begin applying debuffs to the many enemies they can target at once.
  • Soulknife Rogue has received a quality of life buff to make its psychic blade feature work with opportunity attacks and maneuvers that would require a weapon.
  • Swashbuckler’s 13th level feature has received an action economy efficiency buff.
  • Thief Rogue has received a new 9th level feature to improve its usage of items and traps.
  • The Overwatch maneuver has been nerfed to be an improved ready action type of maneuver.
  • Geas has been errata’d in the From the Pale We Came setting to fade after the caster’s death to prevent unintended interactions with manifests (now that this campaign has its own document, I bet we’ll be seeing that line of reasoning a LOT for upcoming erratas). 
  • A new feat: Quick, has been added to the feat section (credit to Glitch)
  • All external documents have received additional table of contents organizational passes, and a link to return to the main document at the top and bottom of each.

Ver 1.9 – Do automatons dream of electric sheep?

This update brings a rework to the Druid chassis to fix balance issues and allow the class to branch out more for different druidic character concepts. This patch will be launched in 2 stages: first will be the various balance passes that have been given to previous content, and the document organization changes. A few weeks following will be the druid rework that is intended to be the heart of this patch (but still needs a bit more time in the oven for playtesting and polish). These first patch notes will focus on the changes in 1.9, and the druid changes will arrive in 1.9.1.

  • Global Skill proficiency buffs relocated to global character changes.
  • Section added clarifying and codifying advantage and disadvantage stacking/canceling.
  • Improved specificity and encouraged more DM agency in the degrees of success skill check scale section.
  • Reworked inspiration. It is now a party-wide pool that can be built up over time. Inspiration rerolls must now be given by other players however.
  • Codified improvised weapons and the swinging of larger/deadlier objects.
  • Codified throwing objects beyond their thrown range with use of Worldshaper.
  • Codified throwing creatures.
  • Reworked jumping. It now requires a bit more setup with a running start, and also now prevent powerbombing your foes, but it does now prevent you from taking fall damage when you jump more than 10 feet in the air.
  • Added a section to flanking rules, enabling it in theatre of the mind gameplay.
  • Added global character changes section to better organize such changes.
  • Added point buy rework to global character changes section.
  • Clarified that “optional” features such as Tasha’s class features (the ones that don’t have a different feature they replace) and Feats are no longer optional parts of the game. I have left multiclassing as something a DM can disable at their discretion however.
  • COMBAT SUPERIORITY REWORK: doubled the number of starting dice, but lowered the dice size by one step. In addition, gave an additional maneuver preparable at level 5. All maneuvers have been rebalanced accordingly (see below).
  • Removed stat boosts from the bonus half feats casters gain from level progression. 
  • Maneuver Changes:
    • Blinding Strike – added 5th level prerequisite. Dice cost increased from 1 to 2. 
    • Disarming Demeanor and Terrifying Presence – dice cost increased from 1 to 2, but gave a bonus to the first persuasion/intimidation check made after the target fails their save.
    • Cautious Eye – dice cost increased from 1 to 2.
    • Underhanded Tactics, Keen Senses, Superior Athlete, Natural Knowledge, Knowledge is Power – added the ability to spend more than one superiority die on a check.
    • Climber’s Practice – increased dice cost from 1 to 2.
    • Far Sight – added a line to clarify that the range boost does not change the weapon’s range cap.
    • Bloodsoaked Presence – increased dice cost from 1 to 2, but changed the secondary effect from temporary hp to additional damage on the next attack.
    • Blitz Strike – increased distance covered from 30 to 45 feet.
    • Renamed Wolf Pack to Follow Up, removed it from Ranger list, added a requirement that this attack be the first made during a turn. In addition, increased dice cost from 1 to 2.
    • Muddle Focus – added the ability to spend more than one superiority die on a check.
    • Poison Smoke – removed from Ranger list.
    • Fan of Daggers – added to Fighter list.
    • Stance of the Black Turtle – dice cost increased from 1 to 2
    • Phoenix Tempo Stance – added dice integration to maneuver. Increased variance, but should be a buff on average.
    • Tiger’s pounce stance – added dice integration to the maneuver.
    • Call of the Hunt – increased dice cost from 1 to 2.
    • Raptor’s Watch – added to Fighter list.
    • Gift of the Wilds – increased dice cost from 2 to 3.
    • Wild Snare – Increased damage scaling.
    • Crusader’s Rebuke – reduced range from 60 to 30 feet. Removed reaction requirement to apply mark. Added sentinel-esque reaction attack functionality against marked creatures.
    • Ambush – added 5th level prerequisite. Increased dice cost from 1 to 2.
    • Bait and Switch – removed ability to break grapples/act on restrained targets.
    • Brace – increased dice cost from 1 to 2.
    • Commander’s Strike – improved action economy and flexibility for user, but restricted range to 60 feet. Increased dice cost from 1 to 2.
    • Commanding Presence, Tactical Assessment – added the ability to spend more than one superiority die on a check.
    • Evasive footwork – limited to once per turn, but made the AC buff apply until the end of the turn.
    • Riposte – increased dice cost from 1 to 2.
  • Spell changes:
    • Chad’s Rad Disk – removed ability to drag creatures into the air/onto surfaces which can’t support the creature’s weight.
    • Earthen Gauntlet – reworked to provide a niche in comparison to Primal Savagery. This new version is a strength save vs magical bludgeoning damage which knocks enemies back.
    • Ice Dagger – renamed to Frozen Lunge, and tinkered with the spell’s free movement to restrict movement a bit more into a predetermined path, without breaking the spell’s ability to chain.
    • Tar Strike – nerfed area of effect, caused movement reduction to only happen on failed saves, changed oil puddle from a movement reducing hazard to difficult terrain. Reduced area of effect scaling.
    • Wild Grenade – fixed wording to more closely resemble 5e wording.
    • Green Flame Blade – added to booming blade errata, reverting the stupid Tasha’s Cauldron changes.
    • Barkskin – reworked to match OneDnD’s version, changing from AC boost to a regenerating small pool of temporary hit points.
    • Find Familiar – reworked to more closely resemble OneDnD’s version, limiting the number of options to 3 reflavorable stat blocks, while also bringing the stat blocks a bit closer in line with each other.
    • Guidance – reworked to be a longer casting time with a longer, concentration-less duration. This will reduce the player’s ability to reapply this spell as often, while retaining the spell’s position as a reliable buff to skill checks when needed.
    • Pass Without Trace – reworked to provide a smaller bonus to stealth, but now remove disadvantage on stealth checks.
    • Primal Savagery – buffed damage dice one step and added to Warlock Spell list.
    • Shield – AC bonus nerfed, now providing 2+spell level AC instead of a flat 5. If the caster is wearing armor or a shield, they do not add the spell level to the AC.
    • Vortex Warp – added a size category restriction to the spell, which scales as the spell is cast with higher level spell slots.
  • Campaign Rules:
    • Moved Setting Tone to top of document, since it affects the character building directly below it.
    • Made the stat bonuses gained from casters picking up their free half feats only happen in From the Pale, since I personally like enemies very dangerous, but also don’t want the casters to die because they only had a 12 in Con.
    • Codified downtime crafting, with plans to add more codified activities in the future (this will eventually find its way to the main doc, or a side doc specifically for downtime).
  • Feat Changes:
    • Martial Adept – changed wording to prepare maneuvers like all other maneuver sources in game. Clarified Maneuver level restrictions. Reduced damage dice by one step.
  • Class changes (minus Druid):
    • Bard – increased range of Guidance cantrip for spirits bard at level 3.
    • Fighter – buffed Superior Technique fighting style, granting one more maneuver prepared per long rest. The superiority dice remains a d4 until boosted by fighter class features. Combat Superiority feature (the level 3 one) was renamed to Combat Prodigy so as not to be confused with the fighting style or martial class feature sharing the same name. Combat prodigy also now clarifies that increasing the size of your superiority dice through this class feature raises the level of all your superiority dice gained from any source.
    • Monk – rewrote astral self feature allowing the player to cause additional damaging AoEs on subsequent turns. Nerfed Drunken Master’s Drunken Technique to be less ki efficient, but increased the movement speed bonus from the feature. Removed the quickened healing restriction on Long Death monks after using Sacrificial Arts.
    • Paladin – restricted ranged smite distance to 30 feet.
    • Ranger – Added unarmed fighting style to Ranger. Go punch a bear.
    • Rogue – added an additional artisan’s tools proficiency at level 1 when starting in the class.
    • Warlock – reworked Pact of the Chain to function with the new Find Familiar spell, and gave it a buff to familiar hit bonuses at later levels.

Ver 1.9.1 – A playtest ended, the world saved!

This update finishes the Druid class rework, and also brings a new racial rebalance document into the fold, to leave the game in as good a state as possible before changing focus to the DM document and website publishing acts of this project.

  • Amended the skill document to include rule adjudication for common uses of the different skills in 5e. This section of the document is only just being started, and most of the rule adjudication stuff for the skills in the base game of 5e will be included in the DM document.
  • Added clarifying text to environmental interactions explaining that while the player can get creative with them, they are not the Use an Object Action and thus cannot be used to activate items (despite the Use an Object Action’s other crossover in scope as environmental interactions).
  • Manifests received clarifying text explaining what happens during overlapping concentration effects.
  • Buffed and reworked protection manifest to protect from AoE effects better, and to actually protect allies at enhancement.
  • Expanded upon downtime rules and crafting rules for scrolls and magic items. More downtime rules for different activities will be coming in the DM document.
  • Added ???
  • Bard Changes: 
    • Bardic Inspiration can now be recovered by spending spell slots, but also now can only be used on failed checks.
  • Barbarian Changes:
    • Added superiority dice size progression at level 10
  • Druid Changes:
    • Reworked Wild Shape to be one of three different druid archetypical powers all fueled by the same feature that is now called Primal Surge. Reworked class features to all work with this new feature.
    • Reworked Wildshape to no longer be a separate HP pool from your own, but rather a temporary hit point barrier instead. In exchange Wildshape was given new defensive features.
    • Added Verdant Burst and Wildling Favor Primal Surge options to fulfill other druidic fantasies. Verdant Burst for a natural wizard who channels the leylines, and Wildling Favor for a forest folk who can call upon woodland creatures or spirits to aid them.
    • Added a free themed use of Primal Surge each day to each subclass to increase build variety and reduce resource clutter.
    • Spores Druid reworked to be less of a boring extra attack gish, and instead a stronger single attack gish with better zombies and other features now.
  • Fighter Changes:
    • Added clarifying text to superiority dice size progression.
    • Banneret was nerfed to no longer provide real healing to the team, but offer alternative means of damage mitigation instead.
  • Monk Changes:
    • Added superiority dice size progression at level 10
    • Removed Long Death Monk’s bag of rats trick.
  • Paladin Changes:
    • Allowed Improved Divine Smite to enhance ranged weapons as well, so long as the attack lands within 30 feet of the Paladin.
    • Changed Crown spell list to remove Zone of Truth from the game (and replaced it in this instance with See Invisibility).
  • Rogue Changes:
    • Added superiority dice size progression at levels 8 and 12
  • Sorcerer Changes:
    • Added clarification that Clockwork Soul’s Restore Balance feature also affects situational bonuses and demerits.
  • Warlock Changes:
    • Modified Fiend Warlock’s Dark One’s Blessing feature to no longer work with the bag of rats trick… unless they actually commit to doing a blood sacrifice.
  • Wizard Changes:
    • Removed Necromancy Wizard’s bag of rats trick with their Grim Harvest feature.
  • Race Changes:
    • Flying Races: Changed the feature to become limited flight until higher levels or until a new feat is taken specifically catered for flying races. This included a rework to Aasimar.
    • Magic Resistant Races: Changed feature to be a once per day feature, but one that only is consumed upon a successful use of the feature.
    • Magic Casting Races: Enabled more stat flexibility with magic casting races, opened up their spells for use via spell slots where needed, and did the same to the applicable racial magic feats.
    • Other Misc Race changes: Nerfed Changeling’s infiltration ability, but gave them a custom feat at later levels. Buffed Minotaur and Tortle. Added Warforged and Simic Hybrids into the baseline list of races in 5e that are largely universal across most settings. Added a feat for Lizardfolk to regain their bone crafting feature, with some cool tribal magic to go with it. Nerfed Shadar Kai and Harengon.
  • Feat Changes:
    • Racial spellcasting feats: Opened up to spell slot and casting stat flexibility, keeping in line with the racial spellcasting rework.
    • Fighting Initiate: Gave the amalgamation of old Fighting Initiate and Weapon Master feats a name.
    • Healer: Renamed to Field Medic, and reworked to apply a large amount of temporary hit points in combat rather than heal, and moved the healing side of the feature to a short rest recovery aid (one tied to the use of hit dice).
    • Magic Initiate: Fixed wording to give a free casting of Magic Initiate each day, to better remind the players that they can otherwise cast the spell using their spell slots.
    • New racial feats: Added a handful of new support feats to the flying races, Lizardfolk, Changelings, and Hybrids.
  • Maneuvers:
    • Skill maneuvers: reduced the maximum bonus that can be added to checks via these maneuvers. Also rebalanced certain maneuver costs such as ambush to accommodate for this change.
  • Pathfinder: Nerfed. Now buffs next damage roll instead of attack roll.

Ver 1.9.2 – The “haha just kidding, the work never ends” hotfix

This update is a quick hotfix addressing player feedback on the last two updates, and for other quality of life issues raised by playtesters.

  • See Invisibility was buffed from a range of self to a range of touch. The spell was already extremely niche, and struggled to find a slot on even prepared caster lists like Wizard and Artificer, so this change should at least give it greater flexibility by allowing it to be used as a buff spell for the party’s scout, or a damage dealer during a fight vs invisible enemies.
  • Find Familiar statblock clarified a bit to make it easier to calculate skill bonuses and passive skill values.
  • Tritons gained Wall of Water again, after MPMM weirdly changed their 5th level racial spell to Water Walk… the swimming fish people race. Water Walk.
  • Elves had their wording on Trance updated to match the clearer wording in MPMM’s Eladrin and Sea Elf.
  • Clarification added in martial class combat superiority features reiterating scaling dice growth in the feature, and in the list of class features. 
  • Similarly to the previous note, this reiterative clarity was added to the martial classes bonus skill proficiency features.

Ver 1.9.3 – The “I’m running out of numbers between 1.0 and 2.0” balance pass

This update is (hopefully) final balance pass over the state of this homebrew before it is published online (for free!). The update ballooned in scope, from what was intended to just be some wording and balance changes to core rules. This update has that, as well as new subclass reworks for several classes who had classes that were overlooked previously, and similar changes to options such as feats and races that were overlooked. Additionally, a ton of maneuvers and a handful of spells have now received balance changes and reworks, and several new maneuvers have been added. 

  • Added clarifying text to several core rules changes such as the sliding scale for success and failure, and situational bonuses/demerits.
  • Help Action on skill checks can now only be given if the creature giving help has proficiency in said skill.
  • Legendary Resistances have been reworked. While these rules were in play in previous patches (since 1.6), I have now added a full document to explain how these function, how DMs can use them in their games, and how DMs can create their own boss mechanics using the system.
  • Surprise has been changed in the following ways:
    • If a creature is surprised by all other creatures on the opposing side, they no longer lose their first turn. Instead, they make their initiative check at disadvantage. 
    • Additionally, when a creature makes an action that initiates combat, they will not have that action on their first turn of that combat (similar to how Baldurs Gate 3 functions).
  • Dropping to zero hit points has been changed in the following ways:
    • If a creature gains hit points while unconscious, the player can choose not to wake up.
    • If a creature is reduced to 0 hit points, then wakes up, they gain a condition called Wound. This condition makes it so, until removed (via resting or certain spells), if the creature with Wound drops to 0 hit points again it will begin making death saving throws as if it already has failed one death save for each level of Wound the creature has.
  • Healing on Short/Field rest via spending hit dice has been doubled. This has been done to make infinite healing resources that don’t consume long rest resources (via potion collecting, or certain class/spell combinations) less game warping. This also allows DMs to more consistently plan for the party to be at full or high HP going into combats, despite 5e/From the Pale 5e’s focus on resource attrition. This will allow DMs to design combats more confidently, and create more challenging encounters without fear of wiping a low health party.
  • Field Rests have gained a new mechanic called Recovery Points. This changes nothing about the previously existing function of Field Rests, this change is intended instead to make the rules here easier to conceptualize for new players.
  • The Combat Superiority martial class feature has had its level requirement lowered to 3rd level, and split the number of maneuvers you can prepare/dice you gain across this level and level 5. Additionally, the Combat Superiority feature now has a table to make it easier to track how many maneuvers and superiority dice a character should have at the various martial level breakpoints.
  • The features on the pure martials that grant skill proficiencies at level 3 and 10 now allow for any proficiency to be gained, to allow for more varied characters.
  • The Unarmed Fighting Style has been added to the Ranger and Paladin Fighting Style lists. That fighting style has also been given a rule that allows you to use maneuvers that specify making “a weapon attack” with your unarmed attacks so long as you have the Unarmed Fighting Style.
  • Artificer Changes:
    • Flash of Genius has been turned into a pool resource to help Artificers manage their resource economy.
    • Spell Storing Item now recovers for free on a field rest (without needing a recovery point), but now has half the uses.
  • Barbarian Changes:
    • Extreme Vigor has been moved to 2nd level, but the dice healing has been reduced to make it a less valuable feature to small multiclass dips.
    • Wisdom of Rage has been renamed to Unclouded Wisdom, and had its level moved to 4 from 6. In exchange now it only provides its bonus to skill checks the Barbarian is proficient in.
    • Path of the Beast has been given a minor wording change to prevent infinite AC stacking RAW via the tail weapon.
    • Path of the Totem Warrior has received a major rework. The subclass now functions around a mechanic where the Barbarian summons totems which grant the Barbarian buffs while in their area of effect. These buffs can stack, but it takes time to summon all the totems, and enemies can target the totems and destroy them if the Barbarian fails to protect them. 
  • Bard Changes:
    • Spirits Bard has received a minor buff to the extra dice they can add to their healing and damage spells, now equal to their Bardic Inspiration Die size.
    • College of Swords has been given access to the Thrown Weapon fighting style.
    • Valor Bard has been given the ability at level 3 that makes it so gifting Bardic Inspiration in combat to allies gives the Bard a temporary Bardic Inspiration to use as well.
  • Fighter Changes:
    • Tactical Mind has been nerfed to only giving 2 additional skill maneuvers prepared for free, and only 2 free uses per short rest.
    • Several Arcane Archer shots have been buffed, and many are not consumed if the primary target succeeds on their saving throw.
    • Eldritch Knight now has access to Transmutation spells as well, and has had its 18th level feature turned into a Quicken spell effect when you take the attack action (but in exchange the feature can no longer be used every turn anymore).
    • Samurai has been buffed at 10th level to ensure the Samurai can regenerate its Fighting Spirit more effectively.
  • Monk Changes:
    • Meditative Focus has been reworked to give a flat bonus that can be activated up to twice by spending an additional ki.
    • Ascendant Dragon (as was written in the old UA) has been written out onto the document since it is becoming harder to find older UAs.
    • Way of Mercy’s Physician’s Touch now forces the hands of harm target to make a constitution saving throw versus poison.
    • Way of Shadow’s empowered Darkness now is a one turn Devil Sight effect rather than permanent. Empowered Silence now also has a limit to how many enemies you can force to make a save versus stun.
    • Searing Sun Soul costs more recovery points to recover now. This mechanic of costing additional recovery points will likely apply to some other extremely powerful late features next patch (some other capstone features and high level spells for example).
  • Paladin Changes:
    • Glory Paladin has had clarifying text added to their aura feature to explain how movement added mid-turn functions.
  • Ranger Changes:
    • Beastmaster Ranger has received the Beast Sense spell for free at 7th level, and also can cast it once without expending a spell slot.
    • Horizon Walker Ranger has been given better action economy, and its damage boost ability is now no longer a single target effect. This extra damage can now trigger once per enemy per turn, making AoE attacking more viable for this subclass.
    • Monster Slayer has been given buffs at almost every level. Its spell list has been given Borrowed Knowledge due to Zone of Truth being banned. At 3rd level it gained the ability to move its mark effects to different enemies when it defeats the enemy currently carrying all the marks. At 7th level, the feature has received some quality of life changes to work better as an answer to grappling and restraining enemies. At 11th level, the counterspell effect is not consumed if the target creature succeeds on its saving throw. Finally at 15th level the Ranger has a limit to using this feature in exchange for the aforementioned buffs. 
  • Rogue Changes:
    • Arcane Trickster can now access Divination spells
    • Assassin now can gain different proficiencies if they already are proficient in the skills given to them by the subclass.
    • Inquisitive has received minor buffs to make the Insightful Fighting feature give defensive benefits as well.
    • Mastermind has received a battlefield manipulation effect it can use at 17th level it can use instead of the Frightened effect.
    • Scout has been given an effect to its 3rd level feature making it more effective when played with a melee Rogue. Its 9th level feature now also grants additional move speeds, and the feature also includes an ability to help escape grapples and restrained conditions. Finally the 13th level feature has been reworked to function better with the current surprise and ambush rules, and also grant a bonus to the Rogue on their second turn of combat.
  • Warlock Changes:
    • A new eldritch invocation has been added that helps blaster Warlocks deal with close ranged encounters.
    • Archfey Warlock has been given a mobility/teleportation focused feature at 1st and 6th level, traded Sleep for Dissonant Whispers at 1st level, and its capstone ability is no longer consumed when the enemy succeeds on the save.
    • Fiend Warlock has received some spell list changes, making it a better blaster. It has also been reworked to make the Dark One’s Blessing feature easier to activate, and central to the subclass. This feature (DOB) in turn gives free refreshes on their 6th and 10th level features, and the capstone feature activates DOB even if it doesn’t kill the target.
    • Great Old One Warlock has been given a stat conversion feature for Intelligence skills to use their Charisma at 1st level. It also received some new psychic and control spells on its spell list, and its 6th level feature has been reworked to give them the eldritch themed spells for free. 
    • Hexblade has been reworked to be a worse 1 level dip, but a stronger subclass with investment. Hexblade’s Curse now can be recovered by expending a Warlock spell slot. Accursed Specter has also been replaced with a defensive feature to make the Hexblade more tanky and grant access to the Shield spell.
    • Undying Warlock has received some QoL buffs to work around the new Wounded condition.
  • Wizard Changes:
    • Cantrip Formulas has been clarified to allow for cantrips to be changed on field rest.
    • Bladesinger Wizard: has had their Bladesong feature changed to be a once per short rest feature, which increases to twice per short rest at 6th level. This should hopefully improve their resource economy without punishing them too much by restricting their feature usage.
    • School of Conjuration’s 6th level feature has been renamed to Aetherial Transportation, and can now be used on unwilling targets with a saving throw, or used as a bonus action as a pseudo-Misty Step.
    • Hypnotic Gaze on School of Enchantment has had its range increased to 30 feet, although it still requires both you and the target not to move. Instinctive charm has also been changed to be a feature granting the Sanctuary spell to the Wizard, letting them cast it once per short rest without expending a spell slot, and do so on themself as a Subtle spell.
    • Necromancy Wizard has had their Grim Harvest feature made easier to activate, and gained an alternate option to cause the killed enemy to explode when activating the feature. At 6th level their Undead Thralls feature now also gives the Summon Undead spell to the Wizard, grants a minor accuracy bonus to creatures summoned by Animate Dead, and a wording change to make the damage bonus your summons gain work on more types of undead. Finally this subclass has gained a new feature at 10th level to sacrifice your undead in necrotic explosions.
    • Scribes Wizard has received minor wording changes to function a bit better in FtPWC’s rest system, and received a buff to the flexibility of the damage type changing effect of the 2nd level feature. This subclass also received a change to Manifest Mind preventing long cast time spells such as Guards and Ward from being cast through it. Remote auto-eviction has (hopefully) been removed with this change…
  • Race Changes:
    • Bugbear has had its ambush feature reduced to a once per turn effect, with a slight damage increase on this feature to partially offset this.
    • Changeling has received a buff to the rate it recovers its Shapechanger feature.
    • Dragonborn has received additional skill proficiencies.
    • Warforged has been given two choices they can pick from as the purpose for which the warforged was built, functioning like Simic Hybrid (without any additional mutation options later). This race has also received a half feat granting the bonuses of the unpicked option.
  • Feat Changes:
    • Defensive Duelist has been buffed to function against ranged attacks too, and also gives a small offensive bonus if used against a melee attacker.
    • Durable has been reworked to be more effective in this new short rest healing environment, and also grants a once per long rest Wound condition ignore effect when knocked unconscious.
    • Dwarven Fortitude no longer consumes hit dice, but also now only grants temp hp rather than real healing.
    • Healer now functions as a heal again, and has had its name changed back from Field Medic. In exchange, healing creatures with this feat (besides when picking up a creature from 0 health) now can only be done a certain number of times per long rest (so it interacts with the rest resource economy). Healer has retained its short rest healing boost features, and also now can remove the Wounded condition on short rest.
    • Medium Armor Master is now a half feat.
    • Metamagic Adept now allows the user to recover both sorcery points with a single recovery point if the user has no other sources of sorcery points.
  • Maneuver Changes:
    • From the Pale original maneuver changes:
      • All skill check maneuvers that previously had a modular superiority dice cost now only can spend 1 die on it.
      • Cautious Eye has had its superiority dice cost reduced to 1.
      • Climbers Practice now gives advantage on all jumping and climbing checks for the next minute after activation. Additionally if the player using this maneuver takes fall damage during this time regardless of the damage reduction, they do not drop prone.
      • Far Sight has been given a 5th level prerequisite.
      • Bloodsoaked Rally now has a limit of targeting up to 3 creatures in range.
      • Bloodsoaked Presence now has had its area of effect reduced.
      • Provoke now forces an Intelligence saving throw now instead of a Wisdom one.
      • Blitz Strike now is a 10 foot wide line rather than a 5 foot wide one.
      • Unyielding now only costs one superiority die, and grants temp HP equal to the damage reduction after the attack.
      • Muddle Focus has received some wording changes to improve clarity.
      • Battle Cry of Defense now has a limit of targeting up to 3 creatures in range, and its bonus to saves now only applies to the next save the creature makes. It also now keys off of your full proficiency bonus rather than the confusing mess of half prof or rage damage bonus from before.
      • Battle Cry of Aggression now has a limit of targeting up to 3 creatures in range. It also now keys off of your full proficiency bonus rather than the confusing mess of half prof or rage damage bonus from before.
      • Stance of the Black Turtle now only applies the bonus to saves and AC once per turn.
      • Phoenix Tempo Stance now causes you to suffer additional damage from any source you take damage from rather than just spells and attacks, and its movement bonus is now a flat number rather than a dice-based one. However now this stance grants a larger flat movement speed bonus and lets you deal additional damage on your first attack each turn.
      • Tigers Pounce Stance now no longer penalizes your saves, but no longer grants advantage on your grappling checks.
      • The Wild Snare maneuver now lasts for an hour before disappearing.
      • Faith’s Defense now gives the temp HP to the Paladin using the maneuver as well.
      • Heroic Strike now only can target one creature that can see or hear you, but its healing effect has been doubled so it isn’t as big a loss to spend hit dice in response to the feature compared to spending it during a short rest.
      • Crusader’s Rebuke has been entirely reworked, functioning now as more of a protection feature against multiattack for the targeted creature.
  • New Maneuvers this patch:
    • Sensory Boost is a maneuver that can be used to boost non-visual perception checks if you meet certain conditions, and also has the added utility of granting Blindsight for turn (which is even more effective if you already have Blindsight from a different source).
    • Powerful Leap is a maneuver that can be used to boost the jump distance of the user. It also counts as a skill maneuver for the purposes of martials preparing their free skill maneuver.
    • Hunter’s Leap is a similar jump boosting maneuver exclusive for the Dexterity martials who can’t multiply their jump distance (Rangers, Rogues).
    • Radiant Burst is a new Paladin maneuver that is designed to help suddenly stabilize a party when the fight is looking dire.
  • Old Maneuver errata:
    • Goading Attack now targets an Intelligence save rather than Wisdom.
    • Parry now functions as an AC boost (poor man’s Defensive Duelist) rather than damage resistance.
    • Rally now targets two creatures rather than one.
    • Riposte now only costs one superiority die, but has a new level 5 prerequisite.
  • Spell Changes:
    • Catnap now only takes 1 minute to complete the short rest, and can target more creatures, but still doesn’t bypass the 1 short rest per day rule.
    • Lesser and Greater Restoration now can both remove the Wound condition. In addition, Greater Restoration now can cure any condition that Lesser Restoration can, and can clear any number of conditions at once.
    • Guidance has entered the banlist due to being a spell too universal and cost-free. Some player options that granted guidance in the past (Spirits Bard, Stars Druid, etc) have been given features that mimic the function of the spell now.
      • Some new cantrips have been added to the Druid and Cleric lists. Dancing Lights has been given to both, with Druid receiving Minor Illusion and Light and Cleric receiving Message and Shape Water.
  • Setting Specific Rule Changes:
    • Protection Manifest now can only redirect effects and attacks once per turn.

Ver 1.9.4 – The “i lied, i had 1 more in me” balance pass

This update is a small one focusing on making a few balance tweaks in response to feedback about 1.9.3. Trying to get the game in a good place before I look at the balance of the rest of the spells in the game, and launch this patch online via a wiki website. 

  • Maneuver Changes:
    • All martials now get more free skill maneuvers as they level up, alongside their other maneuvers. This should hopefully allow martials to pick a few more flavorful skill maneuvers without feeling like they are crippling their combat variety.
    • This change will be monitored going into 2.0. I may choose to make these free prepared skill maneuvers to become fixed things that can only be changed on a Long Rest rather than Field Rest, in order to balance the added utility. This also would help give the impression that these are unique signature skills belonging to the characters rather than just free stuff they can easily practice in and out of.
  • Fighter Changes:
    • Fighter’s free skills from the Tactical Mind feature are now preparable on Short Rest.
    • This is to keep them as one of the most flexible martials regarding maneuvers.
    • This change will also be monitored going into 2.0, and may be dropped down to preparation on Field Rest rather than Short Rest, while all the other martials are forced to prepare their free skill maneuvers on Long Rest.
  • Rogue Changes:
    • Rogue has been given a variant of Fighter’s Tactical Mind feature
    • This was done so they can maintain their role as the king of skill checks, and fulfill the class fantasy of being a polymath. This, like Fighter’s feature, allows them to swap out these skills on Short Rest rather than Field Rest. 
    • This change will also be monitored going into 2.0, and may be dropped down to preparation on Field Rest rather than Short Rest, while all the other martials are forced to prepare their free skill maneuvers on Long Rest.
  • turn.

Ver 1.9.5 – The spell update, in the middle of my martial tournament arc?

This update is a final push to get the game in a good place for balance before I shift focus to the wiki. This update also includes a big reorganization pass to make my job easier.

  • Added a foreword.
  • Core Rule Adjustments:
    • Limited Inspiration cap to 5, regardless of party size.
    • Clarified field rest rules and made 9th level spells cost more to recover.
    • Removed rest casting.
    • Added system to make for simplified and more dynamic hexcrawls.
    • Moved downtime and crafting rules to main document from the campaign document.
  • From the Pale campaign changes:
    • Manifests now split damage with their summoner, and vice versa, when either side is subjected to damage that the other is not subjected to.
    • Manifests can now use their reaction independently of you on the turn they are summoned.
    • Manifest rules have been clarified regarding equipment.
    • Changed protection manifest to give bonuses to you (or your allies at higher enhancement levels) when the manifest is close to you.
  • Martial Changes:
    • All martials can now prepare more free skill maneuvers as they level up.
    • The table has been updated to make it easier to read.
    • A feature called Battle Hardened has been added to help martials shore up the saves they are not proficient in.
  • Spell Changes:
    • Increased the base level of Frozen Lunge in exchange for buffs making it easier to position.
    • Added Wish to the spell banlist.
    • Doubled range of Aganazzer’s Scorcher.
    • Blight is now an attack roll.
    • Chill Touch renamed to Grasp of the Grave.
    • Color Spray now a close ranged save based effect that scales in range and targets with upcasting.
    • Contagion no longer affects saving throws, and requires saving throws be failed for its powerful effects to activate.
    • Darkvision can now be upcast to target more creatures.
    • Dream of the Blue Veil now requires the items from other planes to be worth at least 1 copper.
    • Entangle can’t be escaped via an action anymore, but now has repeated saves.
    • Find Familiar cast time reduced, and concentration removed, although it maintains its new duration limit.
    • Find Traps has been renamed to Detect Traps, and now functions more as a scanning tool which can be used to narrow down where a trap may be, with clever play.
    • Fireball range reduced.
    • Flame Strike AoE massively increased, and the caster cannot be affected by it.
    • Friends works more like 5e 2024’s version.
    • Forcecage now is breakable (with effort), but no longer has an expensive material component.
    • Gust now can blow unattended objects in any direction.
    • Hail of Thorns AoE improved.
    • Heat Metal range reduced, with a range limit on its bonus action damage, and a nerf to its ability to apply disadvantage on attack rolls.
    • Hypnotic Pattern range reduced.
    • Immolation now an attack roll to initiate.
    • Magic Missile no longer interacts with vulnerabilities on each dart.
    • Melf’s Acid Arrow damage increased as well as its spell list distribution. The spell also now has an anti-heal effect.
    • Mordenkainen’s Sword damage increased, with a new pseudo-opportunity attack feature making it have more battlefield presence.
    • Nystul’s Magic Aura now on Artificer spell list.
    • Pass Without Trace now cleanses stealth disadvantage in addition to its other effects.
    • Polymorph CR is now more limited to make it less useful as a buff without upcasting, while retaining its utility.
    • Produce Flame range doubled.
    • Raulothim’s Psychic Lance now an attack roll with a save rider. Damage slightly decreased.
    • Resilient Sphere can now be destroyed, with effort.
    • Rime’s Binding Ice now frees creatures at the end of their turn.
    • See Invisibility is now a touch spell, and can be upcast for more targets like Darkvision.
    • Shapechange now has a lower CR cap.
    • Sickening Radiance duration reduced.
    • Slow range reduced.
    • Spare the Dying now works at range, with the range improving as the cantrip does.
    • Stoneskin now resists magical BPS as well.
    • Tasha’s Mind Whip range reduced, and turned into an attack roll with rider like Raulothim’s Psychic Lance.
    • True Strike changed to be a bit more like 5e 2024’s, with less damage at base, but better scaling.
    • True Polymorph now has a lower CR cap
    • Vampiric Touch spell level reduced to 1, while the effect was scaled down in kind.
    • Vortex Warp range reduced.
    • Wall of Force can now be broken (with effort).
    • Web now no longer lets targets free themselves with an action, but has passive repeated saves at the beginning of their turn.
    • Witch Bolt range, damage, and flexibility of usage increased.
    • Wither and Bloom no longer costs a hit dice to heal, but the heal effect has been reduced and replaced with mostly temp HP.
  • Artificer Changes:
    • Homunculus Servant infusion has been buffed across the board.
    • Item Enchantment Adept and Magic Item Adept have had their language changed to work better with FtP crafting rules.
  • Cleric Changes:
    • Death and Grave Domain have had their spell lists reworked slightly to account for Vampiric Touch now being a 1st level spell.
  • Fighter Changes:
    • Added a feature at 6th level letting Fighters change some of their prepared maneuvers on short rest.
  • Ranger Changes:
    • Primeval Awareness spell list changed slightly, replacing Beast Sense with Animal Messenger.
  • Rogue Changes:
    • Added a feature at 6th level letting Rogues also change some of their prepared maneuvers on short rest.
  • Sorcerer Changes:
    • Lunar Sorcerer had its spell list reworked slightly to account for Vampiric Touch now being a 1st level spell.
  • Wizard Changes:
    • Arcane Recovery has been clarified to be a long rest feature, not a daily one.

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