Increased the usefulness of the Healer's Kit in out of combat bandaging and treating of wounds.
Because we use metres rather than feet, the 20ft short range of a dagger, which would normally be 4 squares, had become 6m, which is only 3 squares (almost melee range at this point). The difference is very acute at shorter ranges, so these have been bufed accordingly.
Psychic Scream
Reworked to try and make it more enticing to use as a defensive spell.
Most spells that interact with Exhaustion
Because of the rework to how the Exhaustion condition worked, most spells that interact with this have been tweaked to work with this change.
Because of the rework to how the Brittle condition worked, most ice spells have been tweaked to work with this change.
Tuning down the power of these bonus action ranged healing spells.
True Strike was a very bad cantrip, and it was almost always better to just attack twice over two turns than using this and then attacking next turn. These buffs make it more incentivising to learn for specific characters.
Aerora
Damage is now on par with Spirit Sentinels, another similar persistent damaging and speed reducing AoE.
Previously, its average damage was only 30.5, with Fira, just one level lower, having an average damage of 28, with the same area effect and range. The only upside was the fact that it dealt earth damage as well, which comboed well with the Earth Elemental Mastery. The damage has been increased to make it scale better, considering also its restriction of needing a ceiling height of at least 15m to be usable (i.e. mainly only used outdoors).
Made this spell better to use as the caster can now take advantage of the blind.
A complete dispel when hit by FIRE damage is quite a penalty, especially if just hit by 1 FIRE damage. So, changing it that FIRE damage deals double damage to the temporary HP, so the effect is proportionate to the damage.
Damage and effects were not on par with a 4th Level spell.
This was too strong of a Crowd Control spell. It has now been brought down to a similar level of Hypnotic Pattern.
Slow is one of the more powerful debuffs, and access to this early is too powerful. Moved the spell to 2nd Level, and increased the range.
Just added a material component because of the strength of this spell. Otherwise, just tidied up some of the text around suspending effects.
With a different initial saving throw, it can now be used to target low strength, high dexterity creatures to reduce their mobility and dexterity.
In its previous iteration, Synchronise was hard to use as a Time Mage or a White Mage, as you are effectively directing more damage to yourself from the warded creature, when you mostly want it the other way around (particularly for the Time Mage). This spell now has the flexibility to do so, at the cost of requiring a material component with a gp cost.
The art of two weapon fighting is restrictive to action economy, and while good at early levels, can easily fall off. A few tweaks have been made to bring it up to par with other fighting styles.
Two Weapon Fighting StyleBlindga/Deafga, Silencega, Sleepga
Barrier
A spellcasting Warrior class that draws on the powers of a patron with whom they have made a pact, similar to a Warlock. Their attacks become stronger as they deal more damage.
GeneralGave the Time Mage more Spell Weaving options.
GeneralFloat
Because they are a Primary spellcasting class, they needed to get an earlier form of spell slot recovery than waiting until 6th level.
GeneralThe Knight class has been revamped to bring it up to date with the more recent classes. A new skill tree has been added, making the Knight the first class to obtain 5 skill trees. This was to give more variety to the non-magickal Knight characters, as well as give an option for ranged Knights, exhibiting the Knight's incredible versatility. The other trees have had minor touch ups, creating clear 14th-Level capstones. The Knight Training tree has been replaced with Vanguard, and given a more obvious theme of being on the front lines and being incredibly resilient as they strike their foes.
GeneralThe previously known Knight Training tree has been revamped into the Vanguard tree - the skills are all related to improving their melee fighting and resilience, and encourages being in the thick of the fray.
This tree hasn't changed much; the main update is replacing Charge with a capstone ability.
This tree is the new Knight skill tree, adding options for Knights to augment their ranged combat.
Used to be called Ancient Arts, but has been renamed to fit the theme of the skill tree names being the different branches of Knights. A bit of lore has been added as to how Biskmatars were formed.
Not much has changed here, except that Phase Burst has become the capstone of this tree.
The class features have been revamped slightly, especially Spell Flux. Another resource was added, called Distortion Points, which gives them the edge of flexibility as they don't prepare spells.
General
General
The previosly known Dragoon Arts tree has been revamped into the Lancer tree - the skills are all related to thrown attacks, or related to their battle presence and tenacity.
This tree hasn't changed much, and is still centred around the idea of the Jump skill.
This tree has replaced the Dragon Soul tree, and it specialises in the manipulation of wind. A lot of these skills are new.
Not much has changed in this tree, other than a few restriction changes and cost changes.
General
The Archery tree has been revamped - the skills (labelled Arcane Arrow) now use one resource: Arcane Arrow uses. These uses increase as points are spent. Further, spending more points in this tree improves the effects of the Arcane Arrow skills.
The Animal Companion has been revamped to have a more generic stat block, and is more indicative of the Ranger being a master over all beasts, rather than a particular one.
Saint Cross
General
General
General
These Paladins are known to be great commanders, leading their troop to victory, and being effective mounted combatants.
These Paladins are known to be beacons of hope, protecting and healing their allies, as well as having authority over evil forces.
These Paladins are known to be vigilant enforcers against corrupted and wicked magicks, whether evil mages, or wicked fiends.
These Paladins are known to be self-righteous and relentless pursuants of their enemies, eventually resorting to even darker powers for those that delve down this path.
A small buff was added to give Disadvantage on mental ability checks (now it is hard for example, to passively perceive a hidden enemy). Also, I didn't feel like the instructions for the Berserk creature were clear enough, so a bit of clarity was provided.
Detect Thoughts
General
General
The Assassin class has undergone a rework. In particular, each skill tree has been more honed in its specialisation to be more identifiable, and the passive features of the Assassin have been altered to be more focused on being defensive and slippery, as well as being incredibly talented.
This style of Assassin is known as a flurry of steel, able to teleport far and strike without mercy.
This style of Assassin is known as a sneaky shadow, able to become invisible and take Advantage of striking from the shadows, as well as being able to make impeccable disguises and personas.
This style of Assassin is known as being an incredible force in the battlefield, not necessarily sneaky, but incredibly mobile and discerning of the weak points of enemies.
This style of Assassin is known for using special techniques by manipulating the Weave and Mist using chakra.
General
The Barbarian class has undergone a rework. In particular, the Berserker tree has been removed, with its abilities either moved to become passive features, or completely removed. The tree has been replaced with the Shaman tree.
This style of Barbarian is known as one who can channel the power of spirits - whether it is their ancestors, evil spirits, or the spirits of nature.
Spell List
General
Dragonspeaker
General
Some buffs were given to Wild Shape, to make it not only have utility, but also some combat prowess as well. Also, some of the unique Geomancy spells were a little on the weaker side, so they have been buffed. The intent is for these spells to be stronger than standard 3rd-Level spells because of the restriction and special nature of the spells to harness the environment.
Martial Mastery
General
Spirit Arts
General
Spell List
Aeroga
Spell List
Spell List
Spell List
Spell List
This condition can be incredibly punishing if you are inflicted by it and get unlucky. It has been toned down a little.
This condition was added to standardise the Reflect and the Reflectga spells, as well as any other potential effects that might grant Reflect.
This condition was added to quickly reference the effects of Reraise, which several spells and skills now do.
A feat the lets a character specialise into summoning spells.
Felt a little weak as it was, so it has been buffed.
Aero
General
Berserker
Blade & Flourish
General
General
Added a minor thematic trait to draconic discipline, to make Dragoons a bit more identifiable. Also, I've buffed Jump by making the weapon attack upon descent as part of the free action, allowing Dragoons to follow this up with another action, or Attack.
General
The skills in this tree have been slightly modified to work better with non-heavy guns, such as with pistols and revolvers.
Spell List
Spell List
General
Spell List
Beastmaster
General
General
Mastermind
Spell List
The power balance of Firearms have been slightly on the stronger end. They have been tuned down to bring them in line with the power level of the Longbow, except they have longer range and are generally not Heavy. I also wanted a few more firearm options than the three that were available. In summary, Firearms usually deal more burst damage than a Longbow (especially at lower DEX scores), but end up dealing about similar average damage overall.
There has been a formatting update to the races that have the ability to innately cast spells, for ease of reading. Further, some minor changes were made to some of the spells to increase the thematic feel.
BangaaBubble
Spell List
Spell List
General
Spellshot
General
General
Archery
Spell List
General
Mastermind
A list of the past changes that have been made.
Blade Master
Small buffs to bring this in line with other feats, but also clarifications to include obscure blades.
There wasn't much incentive using Pike Master over something like Polearm Master. These buffs bring it closer to this feat.
Shield Master, unlike Great Weapon Master, Sharpshooter, Sentinel, etc. is not iconic enough. These changes should hopefully bring it up to this level, and is a Feat that could dictate a character creation, rather than the other way around (someone creating a shield character and maybe thinking of picking up this feat).
Anticipate
Spell List
General
General
General
Hunter
Spell List
Shadowspell
Spell List
Dia
Aura of Life
General
Sword Saint
Ablaze
Wind Speeds
Wind speed | Effect |
---|---|
Calm wind (5kmh-1) | – |
Light wind (15kmh-1) |
|
Moderate wind (30kmh-1) |
|
Strong wind (50kmh-1) |
|
Gale (70kmh-1) |
|
Storm (90kmh-1) |
|
Lucky
Lore
Introducing a new school of spells known as Divination spells; a school of magick dealing with detection and communications.
Level 1
Level 1
Acid Rain
General
Dragon Soul
General
Conquest
The tree has been slightly revamped. Made clear distinctions between the anti-mage side of the tree, and the support and protection side of the tree.
Sword Saint
General
Speechcraft
Ritual Casting
Alarm
Bind (OLD: Stun)
General
General
General
Potions
Potions are healing too much, given the change I made to allow consumption of potions on self as a bonus action.
Mana potions are a great way to restore MP. I did not take into account their exponential scaling, as not only is their spell slots regained increasing, but the max spell level restored is powerful once you start restoring 6th level and beyond. The cost for such an item has been increased to show how hard it is to obtain it.
Feats
Absolute Zero
With this, the trio of 9th Level elemental spells is complete. Now, we have Meteor as the powerful instant spell of devastation; the spell Tempest, which takes a lot of time to ramp up, but is the most powerful of them all; and Whiteout, which is a mix of the two.
Aeroga
This allows for more counterplay, as well as makes more sense.
This is to reduce the damage output of White Mages slightly, in comparison to other 3rd level spells from Black Mages.
Quicken is looking too powerful as is right now, so added another penalty to the creature targeted.
Tempest
Now that Blink has been reworded so that it isn't a teleport, the wording on Increasing Momentum has been changed.
To accommodate for when you upgrade Blink to a bonus action.
The utility that Traversal afforded by allowing a 20m teleport was extremely high, given that it was a low-rank Tier 2 ability. The teleport utility was mainly intended for Blink, and Traversal was supposed to be a means for engage. Thus, the ability has been reworked to accomodate this. In compensation, combat buffs were given to the ability when you use it.
Now that Traversal no longer has teleport utility, the nerf on the range buff of Forceful Throw has been reverted. Further, it now has the ability to make more thrown weapon attacks.
Increasing the range allows for more interesting maneuvers on an open battlefield, and is necessary given the Forceful Throw range buff. However, because of this, restrictions have been added.
Right now, there isn't much incentive to think about the use of Shadow Threading and getting people to be hit by multiple threads. This small buff should fix that.
Without a way to increase AC, Riposte is unlikely to be activated, given the mid-level AC of an Assassin. This helps the duelist out with this.
General
Spellblade
General
Ethereal Control
This ability on a Paladin is problematic because of how incredibly tanky they naturally are. However, I still want to keep the feeling of being incredibly protected. Thus, the +5 AC has been kept initially, and it has been reduced during subsequent turns to allow for some chance for other creatures to get through as the shield weakly lingers.
This gives you a small buffer of health after you've been brought low to 1 HP, and so won't necessarily instantly die at the next hit.
Aura of Protection is an extremely strong ability that scales into late game. Adding a Level restriction prevents any classes dipping a couple of points into Paladin to get this. Halving the aura buff on the user emphasises the strength of the skill is in buffing the saving throws of nearby allies.
Given that we now have the Anti-magick Field spell as an 8th Level spell, the previous state of this upgrade was way too overpowered, especially considering the multiple uses per long rest. It has been appropriately toned down.
This buff was to help differentiate it from Negative Pulse. Now, it's anti-magick effects will pierce through creatures who are resistant or immune to Silence.
Archery
Right now, there doesn't really feel like there's an "epic" ability in the Archery skill tree; just a whole bunch of decent abilities. This change hopes to make Sonicboom the iconic ability of high-rank archers, by allowing them to use it multiple times in a fight. Because of the increased frequency, the damage output has been reduced, but the Siphoning Shot max bonus damage is still the same. It is good against hitting at least two targets, and even greater when hitting more.
Sword Saint
General
General
General
Jump damage is lackluster, given that you spend two actions to trigger it. This will ramp the speed at which the jump damage increases to bring the damage more in line with where it should be.
Right now, Dragonspeaker can't make the most of jumping high if they want to use their buffing skills. This change helps them to keep jumping high and able to use their support skills (there will still be need for controlled jumping if you unlock the High Jump passive in Aerial Ace).
Defender
Sword Saint
So that you can respond to effects such as the Shield spell, as intended.
Half-caster Update
Templar
General
General
Cantrip Update
Etherealness
Tempest
General
General
General
Divination
Knight Spells
Brutality
Combat Training
General
Bushido
Aura of the Crusader
FUSILIER
General
General
General
Bushido
General
Regen
Most healing spells have had their healing increased. However, using healing spells on creatures who are not stable have their healing effectiveness reduced by half. This change is to support proactive healing, rather than waiting until someone reaches 0 and simply healing them then.
Curasa, Cure, Healing Spirit, Prayer, Cura, Curaja
Aqualung
Summon: Ark
General
General
General
Combat Training
General
General
General
General
New spell: COMPULSION
Classes that learn this spell: Trickster
4th Level spell
New spell: DISSONANCE
Classes that learn this spell: Bard, Trickster
1st Level spell
New spell: GLYPH OF WARDING
Classes that learn this spell: Arcanist, Bard, White Mage
3rd Level spell
New spell: ILLUSORY SCRIPT
Classes that learn this spell: Trickster
1st Level spell
New spell: TETRA DISASTER
Classes that learn this spell: Black Mage
7th Level spell
Bravery/Bravega
STEEL WIND STRIKE
STOP
TSUNAMI
General
Savagery
Knight Training
Way of the Elements
Ethereal Control
Archery
General
Spell List
Conditions
New spell: REGENERATE
Classes that learn this spell: Bard, White Mage
7th Level spell
BLITZ
BLIZZARA
DRAIN TOUCH
DRAIN / DRAIN TOUCH
ECLIPSE
HOLYRA
MUTE
SKYFURY SMITE
TEMPEST
THUNDARA
THUNDERCLAP
Dragoon
SLEEP
SUMMON: ARK
BURST
HOARFROST SMITE
WARP
Red Mage
New spell: PRIVATE SANCTUM
REWIND
STUN
FREEZE
PULSERA